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-rw-r--r--src/server/game/Entities/Unit/Unit.cpp21
-rw-r--r--src/server/game/Scripting/ScriptMgr.cpp5
-rw-r--r--src/server/game/Scripting/ScriptMgr.h5
3 files changed, 23 insertions, 8 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index c4a62aecb66..c3e98c114c4 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -11906,18 +11906,23 @@ void Unit::_ExitVehicle(Position const* exitPosition)
SetControlled(false, UNIT_STATE_ROOT); // SMSG_MOVE_FORCE_UNROOT, ~MOVEMENTFLAG_ROOT
- Position pos;
- if (!exitPosition) // Exit position not specified
- pos = vehicle->GetBase()->GetPosition(); // This should use passenger's current position, leaving it as it is now
- // because we calculate positions incorrect (sometimes under map)
- else
- pos = *exitPosition;
-
AddUnitState(UNIT_STATE_MOVE);
if (player)
player->SetFallInformation(0, GetPositionZ());
+ Position pos;
+ // If we ask for a specific exit position, use that one. Otherwise allow scripts to modify it
+ if (exitPosition)
+ pos = *exitPosition;
+ else
+ {
+ // Set exit position to vehicle position and use the current orientation
+ pos = vehicle->GetBase()->GetPosition();
+ pos.SetOrientation(GetOrientation());
+ sScriptMgr->ModifyVehiclePassengerExitPos(this, vehicle, pos);
+ }
+
float height = pos.GetPositionZ() + vehicle->GetBase()->GetCollisionHeight();
Movement::MoveSplineInit init(this);
@@ -11927,7 +11932,7 @@ void Unit::_ExitVehicle(Position const* exitPosition)
init.SetFall();
init.MoveTo(pos.GetPositionX(), pos.GetPositionY(), height, false);
- init.SetFacing(GetOrientation());
+ init.SetFacing(pos.GetOrientation());
init.SetTransportExit();
GetMotionMaster()->LaunchMoveSpline(std::move(init), EVENT_VEHICLE_EXIT, MOTION_PRIORITY_HIGHEST);
diff --git a/src/server/game/Scripting/ScriptMgr.cpp b/src/server/game/Scripting/ScriptMgr.cpp
index 5dfafdd0d5c..917298fddd5 100644
--- a/src/server/game/Scripting/ScriptMgr.cpp
+++ b/src/server/game/Scripting/ScriptMgr.cpp
@@ -2326,6 +2326,11 @@ void ScriptMgr::OnQuestObjectiveChange(Player* player, Quest const* quest, Quest
tmpscript->OnQuestObjectiveChange(player, quest, objective, oldAmount, newAmount);
}
+void ScriptMgr::ModifyVehiclePassengerExitPos(Unit* passenger, Vehicle* vehicle, Position& pos)
+{
+ FOREACH_SCRIPT(UnitScript)->ModifyVehiclePassengerExitPos(passenger, vehicle, pos);
+}
+
SpellScriptLoader::SpellScriptLoader(char const* name)
: ScriptObject(name)
{
diff --git a/src/server/game/Scripting/ScriptMgr.h b/src/server/game/Scripting/ScriptMgr.h
index 5116d043ad9..7f77a6bba1c 100644
--- a/src/server/game/Scripting/ScriptMgr.h
+++ b/src/server/game/Scripting/ScriptMgr.h
@@ -71,6 +71,7 @@ struct CreatureTemplate;
struct CreatureData;
struct ItemTemplate;
struct MapEntry;
+struct Position;
struct QuestObjective;
struct SceneTemplate;
@@ -410,6 +411,9 @@ class TC_GAME_API UnitScript : public ScriptObject
// Called when Spell Damage is being Dealt
virtual void ModifySpellDamageTaken(Unit* /*target*/, Unit* /*attacker*/, int32& /*damage*/, SpellInfo const* /*spellInfo*/) { }
+
+ // Called when an unit exits a vehicle
+ virtual void ModifyVehiclePassengerExitPos(Unit* /*passenger*/, Vehicle* /*vehicle*/, Position& /*pos*/) { }
};
class TC_GAME_API CreatureScript : public ScriptObject
@@ -1138,6 +1142,7 @@ class TC_GAME_API ScriptMgr
void ModifyPeriodicDamageAurasTick(Unit* target, Unit* attacker, uint32& damage);
void ModifyMeleeDamage(Unit* target, Unit* attacker, uint32& damage);
void ModifySpellDamageTaken(Unit* target, Unit* attacker, int32& damage, SpellInfo const* spellInfo);
+ void ModifyVehiclePassengerExitPos(Unit* passenger, Vehicle* vehicle, Position& pos);
public: /* AreaTriggerEntityScript */