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authormaximius <none@none>2009-09-19 12:13:08 -0700
committermaximius <none@none>2009-09-19 12:13:08 -0700
commit0cf75ef9eaca43ebc9b7f8cde09428829989cf36 (patch)
tree24f56d1358b46ca0ad5dc513e3b1a3cdcd90bfb0 /src/game/WaypointMovementGenerator.h
parent15d85229fae45405557aa6b706681dabaf854ed5 (diff)
*Wintergrasp: Prevent defenders team to click the relic. Patch by Spp.
*Zum'Rah Area Trigger Script, Zum'Rah should become hostile when approached. By totoro. *Judgement of Light PPM based, not 100%. By Drevi. *Fix Deflection Exploit. By manuel, thanks to TheNecromancer and Gyullo. *Correct Wintergrasp Tenacity formulas, by Gyullo. *A Spirit Guide Escort Quest, code from SD2, patch by manuel. *TrullyOne/MeanMachine Waypoint System Restored. Patch by XTElite1. --HG-- branch : trunk
Diffstat (limited to 'src/game/WaypointMovementGenerator.h')
-rw-r--r--src/game/WaypointMovementGenerator.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/game/WaypointMovementGenerator.h b/src/game/WaypointMovementGenerator.h
index 9c93486a675..9804c150d63 100644
--- a/src/game/WaypointMovementGenerator.h
+++ b/src/game/WaypointMovementGenerator.h
@@ -50,7 +50,7 @@ class TRINITY_DLL_SPEC PathMovementBase
bool MovementInProgress(void) const { return i_currentNode < i_path.Size(); }
- void SetWaypointPathId(T &);
+ void LoadPath(T &);
void ReloadPath(T &);
uint32 GetCurrentNode() const { return i_currentNode; }
@@ -104,7 +104,7 @@ public PathMovementBase<Player>
bool Update(Player &, const uint32 &);
MovementGeneratorType GetMovementGeneratorType() { return FLIGHT_MOTION_TYPE; }
- void SetWaypointPathId(Player &);
+ void LoadPath(Player &);
void ReloadPath(Player &) { /* don't reload flight path */ }
Path& GetPath() { return i_path; }