*Send stop packet iff necessary. Hope this can fix the bug that cannot immediatly remove confuse movement and face wrong direction after charging.

--HG--
branch : trunk
This commit is contained in:
megamage committed 2009-05-01 21:04:02 -05:00
1 parent c9cd3b07f9
commit a102098eb2
12 files changed
+54 -48

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@@ -364,6 +364,8 @@ void Unit::SendMonsterStop()
data << getMSTime();
data << uint8(1);
SendMessageToSet(&data, true);
clearUnitState(UNIT_STAT_MOVE);
}
void Unit::SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint32 Time, Player* player)
@@ -385,6 +387,8 @@ void Unit::SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint32 T
player->GetSession()->SendPacket(&data);
else
SendMessageToSet( &data, true );
addUnitState(UNIT_STAT_MOVE);
}
/*void Unit::SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint8 type, uint32 MovementFlags, uint32 Time, Player* player)
@@ -450,6 +454,8 @@ void Unit::SendMonsterMoveByPath(Path const& path, uint32 start, uint32 end)
//WPAssert( data.size() == 37 + pathnodes.Size( ) * 4 * 3 );
SendMessageToSet(&data, true);
addUnitState(UNIT_STAT_MOVE);
}
void Unit::resetAttackTimer(WeaponAttackType type)