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authorccrs <ccrs@users.noreply.github.com>2018-04-23 20:33:14 +0200
committerShauren <shauren.trinity@gmail.com>2021-09-26 14:19:36 +0200
commitd59a6af9c694713fd868db4bae09df3f8b9e041e (patch)
treebb02da6ae140f6e0b80f53bb2179e0a01a021bc9 /src/server/scripts/EasternKingdoms
parent334b02e1daeac7be31ed3ce855a5ff221add80aa (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. (cherry picked from commit 2a45418032233bc8779cdb44f9be6057c4b417c5)
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 ef4f541d58b..5314fa4388b 100644
--- a/src/server/scripts/EasternKingdoms/ScarletEnclave/chapter1.cpp
+++ b/src/server/scripts/EasternKingdoms/ScarletEnclave/chapter1.cpp
@@ -388,12 +388,10 @@ 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 { }