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authorOvah <dreadkiller@gmx.de>2020-06-01 15:58:31 +0200
committerShauren <shauren.trinity@gmail.com>2022-01-06 19:46:41 +0100
commit294657f7dd4d2db1ca6dcf66f0b0895c6ba92949 (patch)
tree398d4fa0bbbd1c62bcc02df6fa3366b09186eadf /src/server/game/Entities/Unit
parent5af8373cce498c14c7ee42066efde30c41a3e934 (diff)
Core/Units: flight and hover checks will now consider movement template data as well as manually set flight states
- manually set flight states via auras and scripts will no longer be ignored - restored movement template consideration when generating pathings - renamed IsLevitating to IsGravityDisabled to reflect the referenced movement flag's name (cherry picked from commit 43ef610fe059c3da4cc1ad2036f83cfa67ce0fee)
Diffstat (limited to 'src/server/game/Entities/Unit')
-rw-r--r--src/server/game/Entities/Unit/Unit.cpp2
-rw-r--r--src/server/game/Entities/Unit/Unit.h2
2 files changed, 2 insertions, 2 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index 7a88dd39fcb..ce14d9385da 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -12410,7 +12410,7 @@ bool Unit::SetWalk(bool enable)
bool Unit::SetDisableGravity(bool disable)
{
- if (disable == IsLevitating())
+ if (disable == IsGravityDisabled())
return false;
if (disable)
diff --git a/src/server/game/Entities/Unit/Unit.h b/src/server/game/Entities/Unit/Unit.h
index 63334d331f5..a3446114b44 100644
--- a/src/server/game/Entities/Unit/Unit.h
+++ b/src/server/game/Entities/Unit/Unit.h
@@ -1202,7 +1202,7 @@ class TC_GAME_API Unit : public WorldObject
void SetPlayHoverAnim(bool enable);
void SetHoverHeight(float hoverHeight) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::HoverHeight), hoverHeight); }
- bool IsLevitating() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY); }
+ bool IsGravityDisabled() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY); }
bool IsWalking() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_WALKING); }
bool IsHovering() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_HOVER); }
bool SetWalk(bool enable);