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-rw-r--r--src/game/WaypointMovementGenerator.h4
1 files changed, 3 insertions, 1 deletions
diff --git a/src/game/WaypointMovementGenerator.h b/src/game/WaypointMovementGenerator.h
index 9f902a17fea..86e1b0beea3 100644
--- a/src/game/WaypointMovementGenerator.h
+++ b/src/game/WaypointMovementGenerator.h
@@ -55,7 +55,6 @@ class TRINITY_DLL_SPEC PathMovementBase
void ReloadPath(T &);
uint32 GetCurrentNode() const { return i_currentNode; }
- virtual bool GetDestination(float& x, float& y, float& z) const { i_destinationHolder.GetDestination(x,y,z); return true; }
protected:
uint32 i_currentNode;
DestinationHolder< Traveller<T> > i_destinationHolder;
@@ -104,6 +103,8 @@ public PathMovementBase<Creature, WaypointPath*>
// statics
static void Initialize(void);
+
+ bool GetDestination(float& x, float& y, float& z) const { i_destinationHolder.GetDestination(x,y,z); return true; }
private:
void ClearWaypoints();
bool b_StopedByPlayer;
@@ -134,5 +135,6 @@ public PathMovementBase<Player>
inline bool HasArrived() const { return (i_currentNode >= i_path.Size()); }
void SetCurrentNodeAfterTeleport();
void SkipCurrentNode() { ++i_currentNode; }
+ bool GetDestination(float& x, float& y, float& z) const { i_destinationHolder.GetDestination(x,y,z); return true; }
};
#endif