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authorccrs <ccrs@users.noreply.github.com>2018-04-23 20:33:14 +0200
committerGitHub <noreply@github.com>2018-04-23 20:33:14 +0200
commit2a45418032233bc8779cdb44f9be6057c4b417c5 (patch)
tree69e950abd81d8151512570df98354f5506950501 /src/server/scripts/EasternKingdoms
parentbeb333738db0d493bf95994eb5557e174e5dd3a6 (diff)
Core/Movement: move MoveSplineInit (#21857)
The number of edge cases in which weirdness is seen on "effect movements" will be kinda reduced, plus consistency, plus movementInform on custom movement spline initalizations.
Diffstat (limited to 'src/server/scripts/EasternKingdoms')
-rw-r--r--src/server/scripts/EasternKingdoms/ScarletEnclave/chapter1.cpp4
1 files changed, 1 insertions, 3 deletions
diff --git a/src/server/scripts/EasternKingdoms/ScarletEnclave/chapter1.cpp b/src/server/scripts/EasternKingdoms/ScarletEnclave/chapter1.cpp
index 7a5e35e9ed8..edbfe09a76d 100644
--- a/src/server/scripts/EasternKingdoms/ScarletEnclave/chapter1.cpp
+++ b/src/server/scripts/EasternKingdoms/ScarletEnclave/chapter1.cpp
@@ -382,12 +382,10 @@ class npc_eye_of_acherus : public CreatureScript
me->SetReactState(REACT_PASSIVE);
- me->GetMotionMaster()->MovePoint(POINT_EYE_FALL, EyeOFAcherusFallPoint, false);
-
Movement::MoveSplineInit init(me);
init.MoveTo(EyeOFAcherusFallPoint.GetPositionX(), EyeOFAcherusFallPoint.GetPositionY(), EyeOFAcherusFallPoint.GetPositionZ(), false);
init.SetFall();
- init.Launch();
+ me->GetMotionMaster()->LaunchMoveSpline(std::move(init), POINT_EYE_FALL, MOTION_SLOT_ACTIVE, POINT_MOTION_TYPE);
}
void OnCharmed(bool /*apply*/) override { }