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authorccrs <ccrs@users.noreply.github.com>2019-07-07 17:41:36 +0200
committerccrs <ccrs@users.noreply.github.com>2019-07-07 17:41:36 +0200
commit4fa3c04b7263c0038b96e50c29f8ba52a4802995 (patch)
tree53c869e55bfd4815acee60ad3ff965f31d75bfbf /src
parentf869c4969ebd573da2742dcee0dfbe688e7896e0 (diff)
Core/Unit: f869c49 followup
Movement Pause/Clear is already handled in Unit::SetCharmedBy and Unit::RemoveCharmedBy, respectively TODO: missing PAUSE handling in RandomMovementGenerator
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Entities/Unit/Unit.cpp15
1 files changed, 1 insertions, 14 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index 37f64479f85..cdb2c2ace75 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -12510,16 +12510,9 @@ void Unit::_EnterVehicle(Vehicle* vehicle, int8 seatId, AuraApplication const* a
if (vehicle->GetBase()->GetTypeId() == TYPEID_UNIT)
{
- // If a player entered a vehicle that is part of a formation, remove it from said formation and replace current movement generator with MoveIdle (no movement)
+ // If a player entered a vehicle that is part of a formation, remove it from said formation
if (CreatureGroup* creatureGroup = vehicle->GetBase()->ToCreature()->GetFormation())
- {
creatureGroup->RemoveMember(vehicle->GetBase()->ToCreature());
- vehicle->GetBase()->GetMotionMaster()->MoveIdle();
- }
-
- // If the vehicle has the random movement generator active, replace it with MoveIdle (no movement) so it won't override player control
- if (vehicle->GetBase()->GetMotionMaster()->GetCurrentMovementGeneratorType() == RANDOM_MOTION_TYPE)
- vehicle->GetBase()->GetMotionMaster()->MoveIdle();
}
}
@@ -12640,14 +12633,8 @@ void Unit::_ExitVehicle(Position const* exitPosition)
GetMotionMaster()->LaunchMoveSpline(std::move(init), EVENT_VEHICLE_EXIT, MOTION_PRIORITY_HIGHEST);
if (player)
- {
player->ResummonPetTemporaryUnSummonedIfAny();
- // When a player exits a creature vehicle, restore its default motion generator (if any)
- if (vehicle->GetBase()->GetTypeId() == TYPEID_UNIT)
- vehicle->GetBase()->GetMotionMaster()->InitializeDefault();
- }
-
if (vehicle->GetBase()->HasUnitTypeMask(UNIT_MASK_MINION) && vehicle->GetBase()->GetTypeId() == TYPEID_UNIT)
if (((Minion*)vehicle->GetBase())->GetOwner() == this)
vehicle->GetBase()->ToCreature()->DespawnOrUnsummon(1);