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authorOvah <dreadkiller@gmx.de>2020-06-01 15:58:31 +0200
committerGitHub <noreply@github.com>2020-06-01 15:58:31 +0200
commit43ef610fe059c3da4cc1ad2036f83cfa67ce0fee (patch)
treec39d1b74bac244685a5a4de0b18ba968fa3c00d2 /src/server/game/Movement
parent48c5c0d7a2424df73343df127d415ee18eb84296 (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
Diffstat (limited to 'src/server/game/Movement')
-rw-r--r--src/server/game/Movement/PathGenerator.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/server/game/Movement/PathGenerator.cpp b/src/server/game/Movement/PathGenerator.cpp
index 39ee09731a3..af6b8b0b30c 100644
--- a/src/server/game/Movement/PathGenerator.cpp
+++ b/src/server/game/Movement/PathGenerator.cpp
@@ -178,7 +178,7 @@ void PathGenerator::BuildPolyPath(G3D::Vector3 const& startPos, G3D::Vector3 con
{
TC_LOG_DEBUG("maps.mmaps", "++ BuildPolyPath :: (startPoly == 0 || endPoly == 0)");
BuildShortcut();
- bool path = _source->GetTypeId() == TYPEID_UNIT && _source->ToCreature()->IsFlying();
+ bool path = _source->GetTypeId() == TYPEID_UNIT && _source->ToCreature()->CanFly();
bool waterPath = _source->GetTypeId() == TYPEID_UNIT && _source->ToCreature()->CanSwim();
if (waterPath)
@@ -232,7 +232,7 @@ void PathGenerator::BuildPolyPath(G3D::Vector3 const& startPos, G3D::Vector3 con
TC_LOG_DEBUG("maps.mmaps", "++ BuildPolyPath :: flying case");
if (Unit const* _sourceUnit = _source->ToUnit())
{
- if (_sourceUnit->IsFlying())
+ if (_sourceUnit->CanFly())
buildShotrcut = true;
// Allow to build a shortcut if the unit is falling and it's trying to move downwards towards a target (i.e. charging)
else if (_sourceUnit->IsFalling() && endPos.z < startPos.z)