Conflicts:
	README.md
	src/server/game/Entities/Object/Object.cpp
	src/server/game/Entities/Object/Updates/UpdateData.h
	src/server/game/Server/WorldPacket.h
	src/server/game/Server/WorldSession.cpp
	src/server/game/Server/WorldSession.h
	src/server/game/Server/WorldSocket.cpp
	src/server/game/Server/WorldSocket.h
	src/server/shared/Packets/ByteBuffer.h
This commit is contained in:
Shauren committed 2014-07-27 20:59:22 +02:00
commit 2cba07d6a1
32 files changed
+264 -138

No files matched your search

@@ -60,12 +60,12 @@ namespace Movement
{
MoveSpline& move_spline = *unit->movespline;
bool transport = unit->GetTransGUID();
bool transport = unit->GetTransGUID() != 0;
Location real_position;
// 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
// Don't compute for transport movement if the unit is in a motion between two transports
if (!move_spline.Finalized() && move_spline.onTransport == (unit->GetTransGUID() != 0))
if (!move_spline.Finalized() && move_spline.onTransport == transport)
real_position = move_spline.ComputePosition();
else
{
@@ -138,7 +138,7 @@ namespace Movement
if (move_spline.Finalized())
return;
bool transport = unit->GetTransGUID();
bool transport = unit->GetTransGUID() != 0;
Location loc;
if (move_spline.onTransport == transport)
loc = move_spline.ComputePosition();
@@ -178,7 +178,7 @@ namespace Movement
{
args.splineId = splineIdGen.NewId();
// Elevators also use MOVEMENTFLAG_ONTRANSPORT but we do not keep track of their position changes
args.TransformForTransport = unit->GetTransGUID();
args.TransformForTransport = unit->GetTransGUID() != 0;
// mix existing state into new
args.flags.walkmode = unit->m_movementInfo.HasMovementFlag(MOVEMENTFLAG_WALKING);
args.flags.flying = unit->m_movementInfo.HasMovementFlag(MovementFlags(MOVEMENTFLAG_CAN_FLY | MOVEMENTFLAG_DISABLE_GRAVITY));