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authorShauren <shauren.trinity@gmail.com>2024-06-21 15:35:12 +0200
committerShauren <shauren.trinity@gmail.com>2024-06-21 15:35:12 +0200
commitac73edc268bc8d5bbda9f4b05168e3e24c25ca45 (patch)
treefd150f29abd3fd39a163a24d8322832865f93ccb /src/server/game/Entities/Unit
parent721103c1c9649fc769a4230216b871319a5f7643 (diff)
Core/Movement: Allow setting position or object facing targets for jump movement
Diffstat (limited to 'src/server/game/Entities/Unit')
-rw-r--r--src/server/game/Entities/Unit/Unit.cpp8
-rw-r--r--src/server/game/Entities/Unit/Unit.h1
2 files changed, 0 insertions, 9 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index b02c7a5f130..894d11973e7 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -12111,14 +12111,6 @@ void Unit::JumpTo(float speedXY, float speedZ, float angle, Optional<Position> d
}
}
-void Unit::JumpTo(WorldObject* obj, float speedZ, bool withOrientation)
-{
- float x, y, z;
- obj->GetContactPoint(this, x, y, z);
- float speedXY = GetExactDist2d(x, y) * 10.0f / speedZ;
- GetMotionMaster()->MoveJump(x, y, z, GetAbsoluteAngle(obj), speedXY, speedZ, EVENT_JUMP, withOrientation);
-}
-
void Unit::HandleSpellClick(Unit* clicker, int8 seatId /*= -1*/)
{
bool spellClickHandled = false;
diff --git a/src/server/game/Entities/Unit/Unit.h b/src/server/game/Entities/Unit/Unit.h
index c2ecd8d7c7d..41d48b70cdf 100644
--- a/src/server/game/Entities/Unit/Unit.h
+++ b/src/server/game/Entities/Unit/Unit.h
@@ -1129,7 +1129,6 @@ class TC_GAME_API Unit : public WorldObject
void SendMoveKnockBack(Player* player, float speedXY, float speedZ, float vcos, float vsin);
void KnockbackFrom(Position const& origin, float speedXY, float speedZ, Movement::SpellEffectExtraData const* spellEffectExtraData = nullptr);
void JumpTo(float speedXY, float speedZ, float angle, Optional<Position> dest = {});
- void JumpTo(WorldObject* obj, float speedZ, bool withOrientation = false);
void MonsterMoveWithSpeed(float x, float y, float z, float speed, bool generatePath = false, bool forceDestination = false);