diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp index 2e859a7a56f..33d93ee1384 100644 --- a/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp +++ b/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp @@ -56,12 +56,12 @@ void RandomMovementGenerator<Creature>::_setRandomLocation(Creature* creature) Trinity::NormalizeMapCoord(destX); Trinity::NormalizeMapCoord(destY); - travelDistZ = distanceX*distanceX + distanceY*distanceY; + travelDistZ = range; // sin^2+cos^2=1, so travelDistZ=range^2; no need for sqrt below if (is_air_ok) // 3D system above ground and above water (flying mode) { // Limit height change - const float distanceZ = float(rand_norm()) * std::sqrt(travelDistZ)/2.0f; + const float distanceZ = float(rand_norm()) * travelDistZ/2.0f; destZ = respZ + distanceZ; float levelZ = map->GetWaterOrGroundLevel(destX, destY, destZ-2.0f); @@ -73,7 +73,7 @@ void RandomMovementGenerator<Creature>::_setRandomLocation(Creature* creature) else // 2D only { // 10.0 is the max that vmap high can check (MAX_CAN_FALL_DISTANCE) - travelDistZ = travelDistZ >= 100.0f ? 10.0f : std::sqrt(travelDistZ); + travelDistZ = travelDistZ >= 10.0f ? 10.0f : travelDistZ; // The fastest way to get an accurate result 90% of the time. // Better result can be obtained like 99% accuracy with a ray light, but the cost is too high and the code is too long. |