diff options
| author | kaelima <kaelima@live.se> | 2012-09-07 03:16:43 +0200 |
|---|---|---|
| committer | kaelima <kaelima@live.se> | 2012-09-07 03:17:04 +0200 |
| commit | 5eb22e5b646fbe1774100e6b3eb7b876591e1cf6 (patch) | |
| tree | b60dfd84d19ec9c775d83c144ee0b5a1510262db /src/server/game/Movement | |
| parent | 6f38fb1011373d5901769a4d54fcb63d93c3de8d (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.cpp | 4 |
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. |
