From 5eb22e5b646fbe1774100e6b3eb7b876591e1cf6 Mon Sep 17 00:00:00 2001 From: kaelima Date: Fri, 7 Sep 2012 03:16:43 +0200 Subject: Core/Vehicles: - Send proper triggering flag when casting spellclick spells on vehicles (should not be fully triggered) - Only compute non-transport positions when not finalized. (Fixes changing seat on vehicles, or changing vehicle from vehicle) --- src/server/game/Movement/Spline/MoveSplineInit.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/server/game/Movement') diff --git a/src/server/game/Movement/Spline/MoveSplineInit.cpp b/src/server/game/Movement/Spline/MoveSplineInit.cpp index c539dd3cc39..a47c25610b0 100644 --- a/src/server/game/Movement/Spline/MoveSplineInit.cpp +++ b/src/server/game/Movement/Spline/MoveSplineInit.cpp @@ -71,10 +71,10 @@ 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 - if (!move_spline.Finalized()) + // 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()) real_position = move_spline.ComputePosition(); // should i do the things that user should do? - no. -- cgit v1.2.3