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authorGiacomo Pozzoni <giacomopoz@gmail.com>2019-12-30 15:58:39 +0100
committerGitHub <noreply@github.com>2019-12-30 15:58:39 +0100
commit88a14251e2765880e90cb41be7919cd39e3308e2 (patch)
tree4d55d0d23071dd8d5e793efcf1de8adc83dc8073 /src/server/game/Spells/Spell.cpp
parent2f31119ea337aedecc593b6bb687ad73390db3a2 (diff)
Core/MMaps: Fix charge underwater/falling (#24010)
* Core/MMaps: Fix charge underwater Fix charge sometimes returning "no path available" when swimming/underwater. Fix charge selecting a destination point 4 yards above swimming/underwater targets * Allow falling units to charge targets that are below (lower Z coordinate) * Disable "raycast" pathfinding as it's not blizzlike. This might show some strange paths when charging with a target in front. It also fixes some falling undermap issues. This Reverts 272009ebeed80bc7749c004348fb1057761cf268 * Remove Z offset when charging a target as it never made sense
Diffstat (limited to 'src/server/game/Spells/Spell.cpp')
-rw-r--r--src/server/game/Spells/Spell.cpp18
1 files changed, 5 insertions, 13 deletions
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp
index 740f7afdfab..ec83602fa36 100644
--- a/src/server/game/Spells/Spell.cpp
+++ b/src/server/game/Spells/Spell.cpp
@@ -5507,23 +5507,15 @@ SpellCastResult Spell::CheckCast(bool strict, uint32* param1 /*= nullptr*/, uint
m_preGeneratedPath = Trinity::make_unique<PathGenerator>(unitCaster);
m_preGeneratedPath->SetPathLengthLimit(range);
+
// first try with raycast, if it fails fall back to normal path
- float targetObjectSize = std::min(target->GetCombatReach(), 4.0f);
- bool result = m_preGeneratedPath->CalculatePath(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ() + targetObjectSize, false, true);
+ bool result = m_preGeneratedPath->CalculatePath(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), false, false);
if (m_preGeneratedPath->GetPathType() & PATHFIND_SHORT)
return SPELL_FAILED_OUT_OF_RANGE;
else if (!result || m_preGeneratedPath->GetPathType() & (PATHFIND_NOPATH | PATHFIND_INCOMPLETE))
- {
- result = m_preGeneratedPath->CalculatePath(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ() + targetObjectSize, false, false);
- if (m_preGeneratedPath->GetPathType() & PATHFIND_SHORT)
- return SPELL_FAILED_OUT_OF_RANGE;
- else if (!result || m_preGeneratedPath->GetPathType() & (PATHFIND_NOPATH | PATHFIND_INCOMPLETE))
- return SPELL_FAILED_NOPATH;
- else if (m_preGeneratedPath->IsInvalidDestinationZ(target)) // Check position z, if not in a straight line
- return SPELL_FAILED_NOPATH;
- }
- else if (m_preGeneratedPath->IsInvalidDestinationZ(target)) // Check position z, if in a straight line
- return SPELL_FAILED_NOPATH;
+ return SPELL_FAILED_NOPATH;
+ else if (m_preGeneratedPath->IsInvalidDestinationZ(target)) // Check position z, if not in a straight line
+ return SPELL_FAILED_NOPATH;
m_preGeneratedPath->ShortenPathUntilDist(PositionToVector3(target), objSize); // move back
}