From bc35a466e58ffd1dabe2fd54d538c55cb13de77c Mon Sep 17 00:00:00 2001 From: Shauren Date: Sat, 19 Jan 2013 13:34:17 +0100 Subject: Core/Movement: Use a facing spline for chase movement --- .../game/Movement/MovementGenerators/TargetedMovementGenerator.cpp | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) (limited to 'src') diff --git a/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp index a1ac4ccb679..1958774380e 100755 --- a/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp +++ b/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp @@ -103,7 +103,6 @@ void TargetedMovementGeneratorMedium::_setTargetLocation(T &owner) return; */ - D::_addUnitStateMove(owner); i_targetReached = false; i_recalculateTravel = false; @@ -111,6 +110,11 @@ void TargetedMovementGeneratorMedium::_setTargetLocation(T &owner) Movement::MoveSplineInit init(owner); init.MoveTo(x, y, z); init.SetWalk(((D*)this)->EnableWalking()); + // Using the same condition for facing target as the one that is used for SetInFront on movement end + // - applies to ChaseMovementGenerator mostly + if (i_angle == 0.f) + init.SetFacing(i_target.getTarget()); + init.Launch(); } -- cgit v1.2.3