Use same calculations for Pull effect as for jump effect

--HG--
branch : trunk
This commit is contained in:
thenecromancer
2010-02-18 00:20:17 +01:00
parent 8ba75526b5
commit 401a8eec02
+9 -1
View File
@@ -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)