diff options
author | Shauren <shauren.trinity@gmail.com> | 2023-02-05 22:14:11 +0100 |
---|---|---|
committer | Shauren <shauren.trinity@gmail.com> | 2023-02-05 22:14:11 +0100 |
commit | ea3f7f665b658744970a4cdc24b30e09342039cd (patch) | |
tree | 78b2a4295f8914d462bff17743e44392b7879f08 /src | |
parent | b6965b2c30eb3317228b328a0c1da71235d7c257 (diff) |
Core/GameObjects: Fixed crash with transport gameobjects that have only 1 entry in TransportAnimation/TransportRotation db2
Closes #28673
Diffstat (limited to 'src')
-rw-r--r-- | src/server/game/Entities/GameObject/GameObject.cpp | 18 |
1 files changed, 14 insertions, 4 deletions
diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp index d26144cd019..43707fa07ce 100644 --- a/src/server/game/Entities/GameObject/GameObject.cpp +++ b/src/server/game/Entities/GameObject/GameObject.cpp @@ -304,10 +304,15 @@ public: G3D::Vector3 prev(oldAnimation->Pos.X, oldAnimation->Pos.Y, oldAnimation->Pos.Z); G3D::Vector3 next(newAnimation->Pos.X, newAnimation->Pos.Y, newAnimation->Pos.Z); - float animProgress = float(newProgress - oldAnimation->TimeIndex) / float(newAnimation->TimeIndex - oldAnimation->TimeIndex); + G3D::Vector3 dst = next; + if (prev != next) + { + float animProgress = float(newProgress - oldAnimation->TimeIndex) / float(newAnimation->TimeIndex - oldAnimation->TimeIndex); - G3D::Vector3 dst = prev.lerp(next, animProgress) * pathRotation; + dst = prev.lerp(next, animProgress); + } + dst = dst * pathRotation; dst += PositionToVector3(&_owner.GetStationaryPosition()); _owner.GetMap()->GameObjectRelocation(&_owner, dst.x, dst.y, dst.z, _owner.GetOrientation()); @@ -320,9 +325,14 @@ public: G3D::Quat prev(oldRotation->Rot[0], oldRotation->Rot[1], oldRotation->Rot[2], oldRotation->Rot[3]); G3D::Quat next(newRotation->Rot[0], newRotation->Rot[1], newRotation->Rot[2], newRotation->Rot[3]); - float animProgress = float(newProgress - oldRotation->TimeIndex) / float(newRotation->TimeIndex - oldRotation->TimeIndex); + G3D::Quat rotation = next; - G3D::Quat rotation = prev.slerp(next, animProgress); + if (prev != next) + { + float animProgress = float(newProgress - oldRotation->TimeIndex) / float(newRotation->TimeIndex - oldRotation->TimeIndex); + + rotation = prev.slerp(next, animProgress); + } _owner.SetLocalRotation(rotation.x, rotation.y, rotation.z, rotation.w); _owner.UpdateModelPosition(); |