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authorOvah <dreadkiller@gmx.de>2020-04-17 21:13:18 +0200
committerGitHub <noreply@github.com>2020-04-17 21:13:18 +0200
commitcfd63c350f5b01fd699903b17162b2f5167b1386 (patch)
tree8e5c19eb06d9761b93bb1932f6916c8aeb0c7b2f /src
parentb69c5560dc3d8e8f2b957773d9d91bf5b6d21e89 (diff)
Core/Movement: various improvements for creature knockbacks
* creature knockbacks will no longer generate a full path but instead only use a destination point to reflect sniff data * calculate the destination by using a mmap raycast instead of using a mmap path which had the chance of creating weird movements when GetNearPosition failed to get a proper collision point (knocking arround a tree for example or just somewhere it should not go at all)
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Movement/MotionMaster.cpp7
1 files changed, 4 insertions, 3 deletions
diff --git a/src/server/game/Movement/MotionMaster.cpp b/src/server/game/Movement/MotionMaster.cpp
index f8aebbc27ab..c5bca4f3883 100644
--- a/src/server/game/Movement/MotionMaster.cpp
+++ b/src/server/game/Movement/MotionMaster.cpp
@@ -737,15 +737,16 @@ void MotionMaster::MoveKnockbackFrom(float srcX, float srcY, float speedXY, floa
if (speedXY < 0.01f)
return;
- float x, y, z;
+ Position dest = _owner->GetPosition();
float moveTimeHalf = speedZ / Movement::gravity;
float dist = 2 * moveTimeHalf * speedXY;
float max_height = -Movement::computeFallElevation(moveTimeHalf, false, -speedZ);
- _owner->GetNearPoint(_owner, x, y, z, dist, _owner->GetAbsoluteAngle(srcX, srcY) + float(M_PI));
+ // Use a mmap raycast to get a valid destination.
+ _owner->MovePositionToFirstCollision(dest, dist, _owner->GetRelativeAngle(srcX, srcY) + float(M_PI));
Movement::MoveSplineInit init(_owner);
- init.MoveTo(x, y, z);
+ init.MoveTo(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), false);
init.SetParabolic(max_height, 0);
init.SetOrientationFixed(true);
init.SetVelocity(speedXY);