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authormegamage <none@none>2009-05-01 21:04:02 -0500
committermegamage <none@none>2009-05-01 21:04:02 -0500
commita102098eb2f76ab1e49497c5ebbb8e6359c8b964 (patch)
tree87706926d1189d683e436e559d1c35dc3b02d2ae /src/game/WaypointMovementGenerator.cpp
parentc9cd3b07f9e69030a86bcd9f06055f4247732d1d (diff)
*Send stop packet iff necessary. Hope this can fix the bug that cannot immediatly remove confuse movement and face wrong direction after charging.
--HG-- branch : trunk
Diffstat (limited to 'src/game/WaypointMovementGenerator.cpp')
-rw-r--r--src/game/WaypointMovementGenerator.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/game/WaypointMovementGenerator.cpp b/src/game/WaypointMovementGenerator.cpp
index 0cc32eefdf4..f3702c1bc99 100644
--- a/src/game/WaypointMovementGenerator.cpp
+++ b/src/game/WaypointMovementGenerator.cpp
@@ -146,7 +146,7 @@ WaypointMovementGenerator<Creature>::Update(Creature &unit, const uint32 &diff)
Traveller<Creature> traveller(unit);
i_nextMoveTime.Update(diff);
- i_destinationHolder.UpdateTraveller(traveller, diff, false, true);
+ i_destinationHolder.UpdateTraveller(traveller, diff, true);
if(i_nextMoveTime.Passed())
{
@@ -281,7 +281,7 @@ FlightPathMovementGenerator::Update(Player &player, const uint32 &diff)
if( MovementInProgress() )
{
Traveller<Player> traveller(player);
- if( i_destinationHolder.UpdateTraveller(traveller, diff, false) )
+ if( i_destinationHolder.UpdateTraveller(traveller, diff) )
{
i_destinationHolder.ResetUpdate(FLIGHT_TRAVEL_UPDATE);
if( i_destinationHolder.HasArrived() )