From 401a8eec02992605c64900baa9a39d7c24ba7810 Mon Sep 17 00:00:00 2001 From: thenecromancer Date: Thu, 18 Feb 2010 00:20:17 +0100 Subject: [PATCH] Use same calculations for Pull effect as for jump effect --HG-- branch : trunk --- src/game/SpellEffects.cpp | 10 +++++++++- 1 file changed, 9 insertions(+), 1 deletion(-) diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index ccf3abe022..585fbbc42a 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -6825,7 +6825,15 @@ void Spell::EffectPlayerPull(uint32 i) if(!unitTarget) return; - unitTarget->GetMotionMaster()->MoveJump(m_caster->GetPositionX(), m_caster->GetPositionY(), m_caster->GetPositionZ(), float(damage ? damage : unitTarget->GetDistance2d(m_caster)), float(m_spellInfo->EffectMiscValue[i])/10); + float speedZ; + if(m_spellInfo->EffectMiscValue[i]) + speedZ = float(m_spellInfo->EffectMiscValue[i])/10; + else if(m_spellInfo->EffectMiscValueB[i]) + speedZ = float(m_spellInfo->EffectMiscValueB[i])/10; + else + speedZ = 10.0f; + float speedXY = m_caster->GetExactDist2d(x, y) * 10.0f / speedZ; + unitTarget->GetMotionMaster()->MoveJump(m_caster->GetPositionX(), m_caster->GetPositionY(), m_caster->GetPositionZ(), speedXY, speedZ); } void Spell::EffectDispelMechanic(uint32 i)