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authortkrokli <tkrokli@users.noreply.github.com>2017-03-26 18:09:46 +0200
committerjackpoz <giacomopoz@gmail.com>2017-03-26 18:09:46 +0200
commit6e08051825d3d05ea2bccbe43c0823a40ee08057 (patch)
tree3907587f6688aa1a223cb696802e30b2cbb4342f /src
parent596320ba152a55092d924e841a1076e5cf2ce56f (diff)
Game/AI: SMART_ACTION_JUMP_TO_POS should resume path when reached jump location (#19029)
SmartAI NPCs using SMART_ACTION_JUMP_TO_POS should resume their path when they have reached the jump location. The changes in this PR makes the action work as intended. Closes #18760
Diffstat (limited to 'src')
-rw-r--r--src/server/game/AI/SmartScripts/SmartScript.cpp4
-rwxr-xr-xsrc/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp2
2 files changed, 0 insertions, 6 deletions
diff --git a/src/server/game/AI/SmartScripts/SmartScript.cpp b/src/server/game/AI/SmartScripts/SmartScript.cpp
index afdda7faf0f..359f35e4d40 100644
--- a/src/server/game/AI/SmartScripts/SmartScript.cpp
+++ b/src/server/game/AI/SmartScripts/SmartScript.cpp
@@ -2132,12 +2132,8 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
for (ObjectList::const_iterator itr = targets->begin(); itr != targets->end(); ++itr)
{
if (Creature* creature = (*itr)->ToCreature())
- {
- creature->GetMotionMaster()->Clear();
creature->GetMotionMaster()->MoveJump(e.target.x, e.target.y, e.target.z, 0.0f, (float)e.action.jump.speedxy, (float)e.action.jump.speedz); // @todo add optional jump orientation support?
- }
}
- /// @todo Resume path when reached jump location
delete targets;
break;
diff --git a/src/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp
index cfe0095ba30..bdde0222027 100755
--- a/src/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp
+++ b/src/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp
@@ -142,8 +142,6 @@ void EffectMovementGenerator::Finalize(Unit* unit)
{
if (Unit* victim = unit->GetVictim())
unit->GetMotionMaster()->MoveChase(victim);
- else
- unit->GetMotionMaster()->Initialize();
}
if (unit->ToCreature()->AI())