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-rw-r--r--src/server/game/Entities/Unit/Unit.cpp8
1 files changed, 6 insertions, 2 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index e7fa587ac8f..a6d6b8b0bde 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -12299,7 +12299,9 @@ void Unit::SetFacingTo(float ori, bool force)
if (GetTransport())
init.DisableTransportPathTransformations(); // It makes no sense to target global orientation
init.SetFacing(ori);
- GetMotionMaster()->LaunchMoveSpline(std::move(init), EVENT_FACE, MOTION_SLOT_CONTROLLED);
+
+ //GetMotionMaster()->LaunchMoveSpline(std::move(init), EVENT_FACE, MOTION_SLOT_CONTROLLED);
+ init.Launch();
}
void Unit::SetFacingToObject(WorldObject const* object, bool force)
@@ -12312,7 +12314,9 @@ void Unit::SetFacingToObject(WorldObject const* object, bool force)
Movement::MoveSplineInit init(this);
init.MoveTo(GetPositionX(), GetPositionY(), GetPositionZ(), false);
init.SetFacing(GetAbsoluteAngle(object)); // when on transport, GetAbsoluteAngle will still return global coordinates (and angle) that needs transforming
- GetMotionMaster()->LaunchMoveSpline(std::move(init), EVENT_FACE, MOTION_SLOT_CONTROLLED);
+
+ //GetMotionMaster()->LaunchMoveSpline(std::move(init), EVENT_FACE, MOTION_SLOT_CONTROLLED);
+ init.Launch();
}
bool Unit::SetWalk(bool enable)