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-rw-r--r--src/game/Unit.cpp46
1 files changed, 44 insertions, 2 deletions
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index 69143f8cab3..3a99ec8c22f 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -171,6 +171,8 @@ Unit::Unit()
// remove aurastates allowing special moves
for(uint8 i=0; i < MAX_REACTIVE; ++i)
m_reactiveTimer[i] = 0;
+
+ IsRotating = 0;
}
Unit::~Unit()
@@ -253,7 +255,10 @@ void Unit::Update( uint32 p_time )
ModifyAuraState(AURA_STATE_HEALTHLESS_35_PERCENT, GetHealth() < GetMaxHealth()*0.35f);
ModifyAuraState(AURA_STATE_HEALTH_ABOVE_75_PERCENT, GetHealth() > GetMaxHealth()*0.75f);
- i_motionMaster.UpdateMotion(p_time);
+ if(!IsUnitRotating())
+ i_motionMaster.UpdateMotion(p_time);
+ else
+ AutoRotate(p_time);
}
bool Unit::haveOffhandWeapon() const
@@ -497,6 +502,42 @@ void Unit::GetRandomContactPoint( const Unit* obj, float &x, float &y, float &z,
, GetAngle(obj) + (attacker_number ? (M_PI/2 - M_PI * rand_norm()) * (float)attacker_number / combat_reach * 0.3 : 0));
}
+void Unit::StartAutoRotate(uint8 type, uint32 fulltime)
+{
+ if(getVictim())
+ RotateAngle = GetAngle(getVictim());
+ else
+ RotateAngle = GetOrientation();
+ RotateTimer = fulltime;
+ RotateTimerFull = fulltime;
+ IsRotating = type;
+ LastTargetGUID = GetUInt64Value(UNIT_FIELD_TARGET);
+ SetUInt64Value(UNIT_FIELD_TARGET, 0);
+}
+
+void Unit::AutoRotate(uint32 time)
+{
+ if(!IsRotating)return;
+ if(IsRotating == CREATURE_ROTATE_LEFT)
+ {
+ RotateAngle += (double)time/RotateTimerFull*(double)M_PI*2;
+ if (RotateAngle >= M_PI*2)RotateAngle = 0;
+ }
+ else
+ {
+ RotateAngle -= (double)time/RotateTimerFull*(double)M_PI*2;
+ if (RotateAngle < 0)RotateAngle = M_PI*2;
+ }
+ SetOrientation(RotateAngle);
+ StopMoving();
+ if(RotateTimer <= time)
+ {
+ IsRotating = CREATURE_ROTATE_NONE;
+ RotateAngle = 0;
+ RotateTimer = RotateTimerFull;
+ SetUInt64Value(UNIT_FIELD_TARGET, LastTargetGUID);
+ }else RotateTimer -= time;
+}
void Unit::RemoveMovementImpairingAuras()
{
for(AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end();)
@@ -3422,7 +3463,8 @@ bool Unit::isInFrontInMap(Unit const* target, float distance, float arc) const
void Unit::SetInFront(Unit const* target)
{
- SetOrientation(GetAngle(target));
+ if(!IsUnitRotating())
+ SetOrientation(GetAngle(target));
}
bool Unit::isInBackInMap(Unit const* target, float distance, float arc) const