diff options
author | Ovah <dreadkiller@gmx.de> | 2020-04-17 21:13:18 +0200 |
---|---|---|
committer | Shauren <shauren.trinity@gmail.com> | 2022-01-01 19:17:05 +0100 |
commit | a3d28efcfa329a1330b8687e9bdde8759bbe0bdc (patch) | |
tree | 201158f7188b2eacccb2f74b1eb1e91d487aecfb /src/server/game/Movement/MotionMaster.cpp | |
parent | 92ab79bd9a83cc0961b643cc3298226c5bea41df (diff) |
Core/Movement: various improvements for creature knockbacks
* creature knockbacks will no longer generate a full path but instead only use a destination point to reflect sniff data
* calculate the destination by using a mmap raycast instead of using a mmap path which had the chance of creating weird movements when GetNearPosition failed to get a proper collision point (knocking arround a tree for example or just somewhere it should not go at all)
(cherry picked from commit cfd63c350f5b01fd699903b17162b2f5167b1386)
Diffstat (limited to 'src/server/game/Movement/MotionMaster.cpp')
-rw-r--r-- | src/server/game/Movement/MotionMaster.cpp | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/src/server/game/Movement/MotionMaster.cpp b/src/server/game/Movement/MotionMaster.cpp index 3fd6523b017..8cab79a34de 100644 --- a/src/server/game/Movement/MotionMaster.cpp +++ b/src/server/game/Movement/MotionMaster.cpp @@ -744,15 +744,16 @@ void MotionMaster::MoveKnockbackFrom(Position const& origin, float speedXY, floa if (speedXY < 0.01f) return; - float x, y, z; + Position dest = _owner->GetPosition(); float moveTimeHalf = speedZ / Movement::gravity; float dist = 2 * moveTimeHalf * speedXY; float max_height = -Movement::computeFallElevation(moveTimeHalf, false, -speedZ); - _owner->GetNearPoint(_owner, x, y, z, dist, _owner->GetAbsoluteAngle(origin) + float(M_PI)); + // Use a mmap raycast to get a valid destination. + _owner->MovePositionToFirstCollision(dest, dist, _owner->GetRelativeAngle(origin) + float(M_PI)); Movement::MoveSplineInit init(_owner); - init.MoveTo(x, y, z); + init.MoveTo(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), false); init.SetParabolic(max_height, 0); init.SetOrientationFixed(true); init.SetVelocity(speedXY); |