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authorkaelima <kaelima@live.se>2012-09-07 03:16:43 +0200
committerkaelima <kaelima@live.se>2012-09-07 03:17:04 +0200
commit5eb22e5b646fbe1774100e6b3eb7b876591e1cf6 (patch)
treeb60dfd84d19ec9c775d83c144ee0b5a1510262db /src/server/game/Movement
parent6f38fb1011373d5901769a4d54fcb63d93c3de8d (diff)
Core/Vehicles:
- Send proper triggering flag when casting spellclick spells on vehicles (should not be fully triggered) - Only compute non-transport positions when not finalized. (Fixes changing seat on vehicles, or changing vehicle from vehicle)
Diffstat (limited to 'src/server/game/Movement')
-rw-r--r--src/server/game/Movement/Spline/MoveSplineInit.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/server/game/Movement/Spline/MoveSplineInit.cpp b/src/server/game/Movement/Spline/MoveSplineInit.cpp
index c539dd3cc39..a47c25610b0 100644
--- a/src/server/game/Movement/Spline/MoveSplineInit.cpp
+++ b/src/server/game/Movement/Spline/MoveSplineInit.cpp
@@ -71,10 +71,10 @@ namespace Movement
real_position.z = unit.GetTransOffsetZ();
real_position.orientation = unit.GetTransOffsetO();
}
-
// there is a big chance that current position is unknown if current state is not finalized, need compute it
// this also allows calculate spline position and update map position in much greater intervals
- if (!move_spline.Finalized())
+ // Don't compute for transport movement. The unit could be in a motion between two transports, thus having transport moveflag but is resulting in regular positions
+ else if (!move_spline.Finalized())
real_position = move_spline.ComputePosition();
// should i do the things that user should do? - no.