diff options
author | thenecromancer <none@none> | 2010-04-03 12:39:02 +0200 |
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committer | thenecromancer <none@none> | 2010-04-03 12:39:02 +0200 |
commit | aa31f350b35b3c0e6721e3de173a532107efdffa (patch) | |
tree | 95b4795403066bf782fd7b1619e2075fb48c8cb9 /src/game/WaypointMovementGenerator.cpp | |
parent | e50b04f6570b21797c9c25ad29c65f61feb7ac74 (diff) |
Fix waypoint movement removing flying animation for creatures
Fix flying creatures always moving forward ( maybe use flag only when really moving? )
--HG--
branch : trunk
Diffstat (limited to 'src/game/WaypointMovementGenerator.cpp')
-rw-r--r-- | src/game/WaypointMovementGenerator.cpp | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/src/game/WaypointMovementGenerator.cpp b/src/game/WaypointMovementGenerator.cpp index 2437f5d48ed..a31afaa5b14 100644 --- a/src/game/WaypointMovementGenerator.cpp +++ b/src/game/WaypointMovementGenerator.cpp @@ -86,6 +86,10 @@ void WaypointMovementGenerator<Creature>::InitTraveller(Creature &unit, const Wa unit.SetUInt32Value(UNIT_NPC_EMOTESTATE, 0); unit.SetUInt32Value(UNIT_FIELD_BYTES_1, 0); + // TODO: make this part of waypoint node, so that creature can walk when desired? + if (unit.canFly()) + SetByteFlag(UNIT_FIELD_BYTES_1, 3, 0x02); + unit.addUnitState(UNIT_STAT_ROAMING); } |