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authorshadowu@mail.bg <none@none>2008-12-19 00:37:40 +0200
committershadowu@mail.bg <none@none>2008-12-19 00:37:40 +0200
commit51f0c70b7ea7eca2b0fcc05a38fa155b7378741f (patch)
tree52f9e2db42bfc10d9fd8b65b26c9884ae6ebe71c /src/game/WaypointMovementGenerator.cpp
parent058db69e0730975cd0e3e03e5abca78828808dd8 (diff)
*Movement Generators standardization.
- bool GetDestination(&x,&y,&z) added to all movement generators.(it is used by update of players view distance) - Fixed when creature entering in combat not count this as StoppedByPlayer. - Random Movement Generator - added support for creating custom spawndist during the game. - Random Movement Generator - Db spawndist is checked only at initialize(NOT in each sellect of random location). - Added Random Movement to motion master - it can be called now by MoveRandom(spawndist) e.g. for use in SD2. - Home and Random movements no more using RespawnCoords(Home Position has implemented) - Fixed bug when creature is moving on path and enter combat, after that returns to spawn position. -Typo fix in Confused Movement Generator --HG-- branch : trunk
Diffstat (limited to 'src/game/WaypointMovementGenerator.cpp')
-rw-r--r--src/game/WaypointMovementGenerator.cpp7
1 files changed, 5 insertions, 2 deletions
diff --git a/src/game/WaypointMovementGenerator.cpp b/src/game/WaypointMovementGenerator.cpp
index 56f244dd831..42212113f61 100644
--- a/src/game/WaypointMovementGenerator.cpp
+++ b/src/game/WaypointMovementGenerator.cpp
@@ -43,7 +43,6 @@ void
WaypointMovementGenerator<Creature>::Initialize(Creature &u)
{
i_currentNode = -1;
- u.StopMoving();
if(!path_id)
path_id = u.GetWaypointPath();
waypoints = WaypointMgr.GetPath(path_id);
@@ -84,7 +83,11 @@ bool WaypointMovementGenerator<Player>::GetDestination(float &x, float &y, float
}
template<>
-void WaypointMovementGenerator<Creature>::Reset(Creature &unit){}
+void WaypointMovementGenerator<Creature>::Reset(Creature &unit)
+{
+ StopedByPlayer = false;
+ i_nextMoveTime.Reset(0);
+}
template<>
void WaypointMovementGenerator<Player>::Reset(Player &unit){}