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authorShauren <shauren.trinity@gmail.com>2017-11-23 18:12:44 +0100
committerShauren <shauren.trinity@gmail.com>2018-03-08 23:13:51 +0100
commit2baa81065ba27f0a6d278a8dd8a79b7c831e0a2b (patch)
treee8d4960ec63da14aeee2afaed037a64bd5835859 /src/server/game/Movement/MotionMaster.cpp
parent2840e096fc42faa80b839f16edaedc977b12bfee (diff)
Core/Movement: Fixed creature hover
Closes #15177
Diffstat (limited to 'src/server/game/Movement/MotionMaster.cpp')
-rw-r--r--src/server/game/Movement/MotionMaster.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/server/game/Movement/MotionMaster.cpp b/src/server/game/Movement/MotionMaster.cpp
index 131c96cce22..c10870703fa 100644
--- a/src/server/game/Movement/MotionMaster.cpp
+++ b/src/server/game/Movement/MotionMaster.cpp
@@ -356,7 +356,7 @@ void MotionMaster::MoveCloserAndStop(uint32 id, Unit* target, float distance)
{
// we are already close enough. We just need to turn toward the target without changing position.
Movement::MoveSplineInit init(_owner);
- init.MoveTo(_owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZMinusOffset());
+ init.MoveTo(_owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ());
init.SetFacing(target);
init.Launch();
Mutate(new EffectMovementGenerator(id), MOTION_SLOT_ACTIVE);
@@ -499,7 +499,7 @@ void MotionMaster::MoveCirclePath(float x, float y, float z, float radius, bool
if (_owner->IsFlying())
point.z = z;
else
- point.z = _owner->GetMapHeight(point.x, point.y, z);
+ point.z = _owner->GetMapHeight(point.x, point.y, z) + _owner->GetHoverOffset();
init.Path().push_back(point);
}
@@ -600,7 +600,7 @@ void MotionMaster::MoveFall(uint32 id /*=0*/)
}
Movement::MoveSplineInit init(_owner);
- init.MoveTo(_owner->GetPositionX(), _owner->GetPositionY(), tz, false);
+ init.MoveTo(_owner->GetPositionX(), _owner->GetPositionY(), tz + _owner->GetHoverOffset(), false);
init.SetFall();
init.Launch();
Mutate(new EffectMovementGenerator(id), MOTION_SLOT_CONTROLLED);