From 30cfe3741ab937057f87043a4ed089258d836323 Mon Sep 17 00:00:00 2001 From: Chaouki Dhib Date: Wed, 28 Feb 2018 13:40:41 +0100 Subject: Core/Movement: Correct distance checking Distance checking should always be in 3D, independently on if the mover has the ability to fly or not. (cherry picked from commit 0fb133013c0c1c2c7f47c215435990822454d8f8) --- .../game/Movement/MovementGenerators/TargetedMovementGenerator.cpp | 5 +---- 1 file changed, 1 insertion(+), 4 deletions(-) (limited to 'src') diff --git a/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp index 037b77d3982..0465c958990 100755 --- a/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp +++ b/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp @@ -71,10 +71,7 @@ bool TargetedMovementGenerator::DoUpdate(T* owner, uint32 diff) transport->CalculatePassengerPosition(destination.x, destination.y, destination.z); // First check distance - if (owner->GetTypeId() == TYPEID_UNIT && owner->ToCreature()->CanFly()) - targetMoved = !GetTarget()->IsInDist(destination.x, destination.y, destination.z, distance); - else - targetMoved = !GetTarget()->IsInDist2d(destination.x, destination.y, distance); + targetMoved = !GetTarget()->IsInDist(destination.x, destination.y, destination.z, distance); // then, if the target is in range, check also Line of Sight. if (!targetMoved) -- cgit v1.2.3