Core/Units: update facing splines immediately after launch

This commit is contained in:
Ovahlord committed 2023-12-17 05:50:10 +01:00
1 parent 924273363f
commit 620c39be06
1 file changed
+3
+3
View File
@@ -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)