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authorVenugh <venugh@gmx.net>2012-02-23 11:50:58 +0100
committerVenugh <venugh@gmx.net>2012-02-23 11:50:58 +0100
commit1cac01b3df83b24e90ef101630316836a79ee792 (patch)
tree1a21a963f26a45ff387f48dbe372504df6122ae0 /src/server/game/Entities/Unit
parent9219625243bc9f63e5a152e6cda1043cfaade201 (diff)
Core/Movement: Use SetWalk(true/false) instead of AddUnit/RemoveUnit.
Diffstat (limited to 'src/server/game/Entities/Unit')
-rwxr-xr-xsrc/server/game/Entities/Unit/Unit.cpp10
-rwxr-xr-xsrc/server/game/Entities/Unit/Unit.h1
2 files changed, 10 insertions, 1 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index 7faa6ef52bb..69fb9906efb 100755
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -9906,7 +9906,7 @@ void Unit::SetCharm(Unit* charm, bool apply)
if (charm->HasUnitMovementFlag(MOVEMENTFLAG_WALKING))
{
- charm->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
+ charm->SetWalk(false);
charm->SendMovementFlagUpdate();
}
@@ -17455,3 +17455,11 @@ void Unit::SetFacingToObject(WorldObject* pObject)
// TODO: figure out under what conditions creature will move towards object instead of facing it where it currently is.
SetFacingTo(GetAngle(pObject));
}
+
+void Unit::SetWalk(bool enable)
+{
+ if (enable)
+ AddUnitMovementFlag(MOVEMENTFLAG_WALKING);
+ else
+ RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
+} \ No newline at end of file
diff --git a/src/server/game/Entities/Unit/Unit.h b/src/server/game/Entities/Unit/Unit.h
index e55141a3bae..00f96f15a2c 100755
--- a/src/server/game/Entities/Unit/Unit.h
+++ b/src/server/game/Entities/Unit/Unit.h
@@ -1627,6 +1627,7 @@ class Unit : public WorldObject
void SendMovementFlagUpdate();
bool IsLevitating() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_LEVITATING);}
bool IsWalking() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_WALKING);}
+ virtual void SetWalk(bool enable);
void SetInFront(Unit const* target);
void SetFacingTo(float ori);