From 71082bd48b3dfd20ea9305e180193daa5a1ccb80 Mon Sep 17 00:00:00 2001 From: thenecromancer Date: Sat, 3 Apr 2010 12:41:12 +0200 Subject: Change pull effects speed calculations to work more or less correctly ( no more flying really high ) --HG-- branch : trunk --- src/game/SpellEffects.cpp | 10 ++-------- 1 file changed, 2 insertions(+), 8 deletions(-) diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index f63b36e8736..7c95149880d 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -6895,14 +6895,8 @@ void Spell::EffectPlayerPull(uint32 i) if(!unitTarget) return; - float speedZ; - if(m_spellInfo->EffectMiscValue[i]) - speedZ = float(m_spellInfo->EffectMiscValue[i])/10; - else if(m_spellInfo->EffectMiscValueB[i]) - speedZ = float(m_spellInfo->EffectMiscValueB[i])/10; - else - speedZ = 10.0f; - float speedXY = m_caster->GetExactDist2d(unitTarget) * 10.0f / speedZ; + float speedZ = m_spellInfo->EffectBasePoints[i]/10; + float speedXY = m_spellInfo->EffectMiscValue[i]/10; unitTarget->GetMotionMaster()->MoveJump(m_caster->GetPositionX(), m_caster->GetPositionY(), m_caster->GetPositionZ(), speedXY, speedZ); } -- cgit v1.2.3