Core/GameObjects: Added workaround for elevators having different position for every player

Closes #11504
This commit is contained in:
Shauren committed 2014-03-21 00:32:03 +01:00
1 parent 4c27c83efa
commit 0c3633e775
3 files changed
+13 -8

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@@ -317,7 +317,6 @@ void GameObject::Update(uint32 diff)
m_lootState = GO_READY;
break;
}
/* TODO: Fix movement in unloaded grid - currently GO will just disappear
case GAMEOBJECT_TYPE_TRANSPORT:
{
if (!m_goValue.Transport.AnimationInfo)
@@ -326,6 +325,7 @@ void GameObject::Update(uint32 diff)
if (GetGoState() == GO_STATE_READY)
{
m_goValue.Transport.PathProgress += diff;
/* TODO: Fix movement in unloaded grid - currently GO will just disappear
uint32 timer = m_goValue.Transport.PathProgress % m_goValue.Transport.AnimationInfo->TotalTime;
TransportAnimationEntry const* node = m_goValue.Transport.AnimationInfo->GetAnimNode(timer);
if (node && m_goValue.Transport.CurrentSeg != node->TimeSeg)
@@ -341,14 +341,14 @@ void GameObject::Update(uint32 diff)
G3D::Vector3 src(GetPositionX(), GetPositionY(), GetPositionZ());
TC_LOG_INFO("misc", "Src: %s Dest: %s", src.toString().c_str(), pos.toString().c_str());
TC_LOG_DEBUG("misc", "Src: %s Dest: %s", src.toString().c_str(), pos.toString().c_str());
GetMap()->GameObjectRelocation(this, pos.x, pos.y, pos.z, GetOrientation());
}
*/
}
break;
}
*/
case GAMEOBJECT_TYPE_FISHINGNODE:
{
// fishing code (bobber ready)