diff options
| author | ccrs <ccrs@users.noreply.github.com> | 2019-07-07 17:41:36 +0200 |
|---|---|---|
| committer | Shauren <shauren.trinity@gmail.com> | 2021-12-14 22:19:13 +0100 |
| commit | ff11e95071944c5394adef84819f3bed8a2b12f0 (patch) | |
| tree | c12e13fbe77e5d05f0d7165352cd8763a3ce03df /src | |
| parent | 24c07367f109aa19a51defdf77c50d389ed90845 (diff) | |
Core/Unit: f869c49 followup
Movement Pause/Clear is already handled in Unit::SetCharmedBy and Unit::RemoveCharmedBy, respectively
TODO: missing PAUSE handling in RandomMovementGenerator
(cherry picked from commit 4fa3c04b7263c0038b96e50c29f8ba52a4802995)
Diffstat (limited to 'src')
| -rw-r--r-- | src/server/game/Entities/Unit/Unit.cpp | 15 |
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 490a6fc8292..15e1828cc26 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -11754,16 +11754,9 @@ 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(); } } @@ -11872,14 +11865,8 @@ 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(vehicle->GetDespawnDelay()); |
