From 620c39be0629ecf89c4c75f6145b367c6ea8b043 Mon Sep 17 00:00:00 2001 From: Ovahlord Date: Sun, 17 Dec 2023 05:50:10 +0100 Subject: [PATCH] Core/Units: update facing splines immediately after launch --- src/server/game/Entities/Unit/Unit.cpp | 3 +++ 1 file changed, 3 insertions(+) diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index 95d94c38d1..113d36e81e 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -13664,6 +13664,7 @@ void Unit::SetFacingTo(float ori, bool force) init.DisableTransportPathTransformations(); // It makes no sense to target global orientation init.SetFacing(ori); init.Launch(); + UpdateSplineMovement(1); } void Unit::SetFacingToObject(WorldObject const* object, bool force) @@ -13677,6 +13678,7 @@ void Unit::SetFacingToObject(WorldObject const* object, bool force) init.MoveTo(GetPositionX(), GetPositionY(), GetPositionZ(), false); init.SetFacing(GetAngle(object)); // when on transport, GetAngle will still return global coordinates (and angle) that needs transforming init.Launch(); + UpdateSplineMovement(1); } void Unit::SetFacingToPoint(Position const& point, bool force) @@ -13692,6 +13694,7 @@ void Unit::SetFacingToPoint(Position const& point, bool force) init.DisableTransportPathTransformations(); // It makes no sense to target global orientation init.SetFacing(point.GetPositionX(), point.GetPositionY(), point.GetPositionZ()); init.Launch(); + UpdateSplineMovement(1); } bool Unit::SetWalk(bool enable)