Core/Spell: Proper SPELL_EFFECT_PULL_TOWARDS_DEST implementation for players

* Core/Spell: SPELL_EFFECT_PULL_TOWARDS correction
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NoName authored and Ovahlord committed 2020-03-29 16:23:47 +02:00
1 parent 18605adf68
commit b2af17eb4a
5 files changed
+42 -23

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@@ -13274,15 +13274,18 @@ uint32 Unit::GetModelForTotem(PlayerTotemType totemType)
return 0;
}
void Unit::JumpTo(float speedXY, float speedZ, bool forward)
void Unit::JumpTo(float speedXY, float speedZ, bool forward, Optional<Position> dest)
{
float angle = forward ? 0 : float(M_PI);
if (dest)
angle += GetRelativeAngle(*dest);
if (GetTypeId() == TYPEID_UNIT)
GetMotionMaster()->MoveJumpTo(angle, speedXY, speedZ);
else
{
float vcos = std::cos(angle+GetOrientation());
float vsin = std::sin(angle+GetOrientation());
float vcos = std::cos(angle + GetOrientation());
float vsin = std::sin(angle + GetOrientation());
SendMoveKnockBack(ToPlayer(), speedXY, -speedZ, vcos, vsin);
}
}