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| author | ccrs <ccrs@users.noreply.github.com> | 2018-04-23 20:33:14 +0200 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2018-04-23 20:33:14 +0200 |
| commit | 2a45418032233bc8779cdb44f9be6057c4b417c5 (patch) | |
| tree | 69e950abd81d8151512570df98354f5506950501 /src/server/scripts/EasternKingdoms | |
| parent | beb333738db0d493bf95994eb5557e174e5dd3a6 (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.cpp | 4 |
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 { } |
