diff options
Diffstat (limited to 'src/server/game/Movement/MotionMaster.cpp')
-rw-r--r-- | src/server/game/Movement/MotionMaster.cpp | 21 |
1 files changed, 21 insertions, 0 deletions
diff --git a/src/server/game/Movement/MotionMaster.cpp b/src/server/game/Movement/MotionMaster.cpp index 931c3602612..da9cbed9374 100644 --- a/src/server/game/Movement/MotionMaster.cpp +++ b/src/server/game/Movement/MotionMaster.cpp @@ -296,6 +296,27 @@ void MotionMaster::MovePoint(uint32 id, float x, float y, float z, bool generate } } +void MotionMaster::MoveCloserAndStop(uint32 id, Unit* target, float distance) +{ + float distanceToTravel = _owner->GetExactDist2d(target) - distance; + if (distanceToTravel > 0.0f) + { + float angle = _owner->GetAngle(target); + float destx = _owner->GetPositionX() + distanceToTravel * std::cos(angle); + float desty = _owner->GetPositionY() + distanceToTravel * std::sin(angle); + MovePoint(id, destx, desty, target->GetPositionZ()); + } + else + { + // we are already close enough. We just need to turn toward the target without changing position. + Movement::MoveSplineInit init(_owner); + init.MoveTo(_owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZMinusOffset()); + init.SetFacing(target); + init.Launch(); + Mutate(new EffectMovementGenerator(id), MOTION_SLOT_ACTIVE); + } +} + void MotionMaster::MoveLand(uint32 id, Position const& pos) { float x, y, z; |