From 5e51b3d7cb15693ca3dedf370fa396d1bb08a611 Mon Sep 17 00:00:00 2001 From: QAston Date: Mon, 6 Jul 2009 19:04:44 +0200 Subject: *Fix client-server movement sync after knockback effect - by smellbee *Fix the bug that sometimes creature don't evade, and chase for player to death - by smellbee *Do not set creature home position to place of engaging in combat --HG-- branch : trunk --- src/game/PointMovementGenerator.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'src/game/PointMovementGenerator.cpp') diff --git a/src/game/PointMovementGenerator.cpp b/src/game/PointMovementGenerator.cpp index ed057854aaa..24baa4939b4 100644 --- a/src/game/PointMovementGenerator.cpp +++ b/src/game/PointMovementGenerator.cpp @@ -32,7 +32,8 @@ void PointMovementGenerator::Initialize(T &unit) unit.StopMoving(); unit.clearUnitState(UNIT_STAT_MOVING); Traveller traveller(unit); - i_destinationHolder.SetDestination(traveller,i_x,i_y,i_z, !unit.hasUnitState(UNIT_STAT_JUMPING)); + // knockback effect has UNIT_STAT_JUMPING set,so if here we disable sentmonstermove there will be creature position sync problem between client and server + i_destinationHolder.SetDestination(traveller,i_x,i_y,i_z, true /* !unit.hasUnitState(UNIT_STAT_JUMPING)*/); if (unit.GetTypeId() == TYPEID_UNIT && ((Creature*)&unit)->canFly()) unit.AddUnitMovementFlag(MOVEMENTFLAG_FLYING); -- cgit v1.2.3