*Fix WaypointMovementGenerator. By trullyone.

--HG--
branch : trunk
This commit is contained in:
megamage
2008-12-06 19:54:01 -06:00
parent fab500b8f0
commit 2823ce5858
+3 -1
View File
@@ -55,7 +55,6 @@ class TRINITY_DLL_SPEC PathMovementBase
void ReloadPath(T &);
uint32 GetCurrentNode() const { return i_currentNode; }
virtual bool GetDestination(float& x, float& y, float& z) const { i_destinationHolder.GetDestination(x,y,z); return true; }
protected:
uint32 i_currentNode;
DestinationHolder< Traveller<T> > i_destinationHolder;
@@ -104,6 +103,8 @@ public PathMovementBase<Creature, WaypointPath*>
// statics
static void Initialize(void);
bool GetDestination(float& x, float& y, float& z) const { i_destinationHolder.GetDestination(x,y,z); return true; }
private:
void ClearWaypoints();
bool b_StopedByPlayer;
@@ -134,5 +135,6 @@ public PathMovementBase<Player>
inline bool HasArrived() const { return (i_currentNode >= i_path.Size()); }
void SetCurrentNodeAfterTeleport();
void SkipCurrentNode() { ++i_currentNode; }
bool GetDestination(float& x, float& y, float& z) const { i_destinationHolder.GetDestination(x,y,z); return true; }
};
#endif