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-rw-r--r--src/server/game/Movement/Spline/MoveSpline.cpp1
-rw-r--r--src/server/game/Movement/Spline/MoveSpline.h1
-rw-r--r--src/server/game/Movement/Spline/MoveSplineInit.cpp6
3 files changed, 6 insertions, 2 deletions
diff --git a/src/server/game/Movement/Spline/MoveSpline.cpp b/src/server/game/Movement/Spline/MoveSpline.cpp
index 61bd3900b9d..9eb91e11024 100644
--- a/src/server/game/Movement/Spline/MoveSpline.cpp
+++ b/src/server/game/Movement/Spline/MoveSpline.cpp
@@ -167,6 +167,7 @@ void MoveSpline::Initialize(const MoveSplineInitArgs& args)
point_Idx_offset = args.path_Idx_offset;
initialOrientation = args.initialOrientation;
+ onTransport = false;
time_passed = 0;
vertical_acceleration = 0.f;
effect_start_time = 0;
diff --git a/src/server/game/Movement/Spline/MoveSpline.h b/src/server/game/Movement/Spline/MoveSpline.h
index d4b19b21634..a8c66f02547 100644
--- a/src/server/game/Movement/Spline/MoveSpline.h
+++ b/src/server/game/Movement/Spline/MoveSpline.h
@@ -119,6 +119,7 @@ namespace Movement
const Vector3 CurrentDestination() const { return Initialized() ? spline.getPoint(point_Idx+1) : Vector3();}
int32 currentPathIdx() const;
+ bool onTransport;
std::string ToString() const;
};
}
diff --git a/src/server/game/Movement/Spline/MoveSplineInit.cpp b/src/server/game/Movement/Spline/MoveSplineInit.cpp
index a47c25610b0..76215ec83c1 100644
--- a/src/server/game/Movement/Spline/MoveSplineInit.cpp
+++ b/src/server/game/Movement/Spline/MoveSplineInit.cpp
@@ -71,10 +71,11 @@ namespace Movement
real_position.z = unit.GetTransOffsetZ();
real_position.orientation = unit.GetTransOffsetO();
}
+
// there is a big chance that current position is unknown if current state is not finalized, need compute it
// this also allows calculate spline position and update map position in much greater intervals
- // Don't compute for transport movement. The unit could be in a motion between two transports, thus having transport moveflag but is resulting in regular positions
- else if (!move_spline.Finalized())
+ // Don't compute for transport movement if the unit is in a motion between two transports
+ if (!move_spline.Finalized() && move_spline.onTransport == transport)
real_position = move_spline.ComputePosition();
// should i do the things that user should do? - no.
@@ -84,6 +85,7 @@ namespace Movement
// corrent first vertex
args.path[0] = real_position;
args.initialOrientation = real_position.orientation;
+ move_spline.onTransport = transport;
uint32 moveFlags = unit.m_movementInfo.GetMovementFlags();
if (args.flags.walkmode)