aboutsummaryrefslogtreecommitdiff
path: root/src
diff options
context:
space:
mode:
authorccrs <ccrs@users.noreply.github.com>2019-07-07 17:41:36 +0200
committerShauren <shauren.trinity@gmail.com>2021-12-14 22:19:13 +0100
commitff11e95071944c5394adef84819f3bed8a2b12f0 (patch)
treec12e13fbe77e5d05f0d7165352cd8763a3ce03df /src
parent24c07367f109aa19a51defdf77c50d389ed90845 (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.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 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());