Movement/WaypointGenerator: Fix issue where waypoints with delay always would turn to 0.0 orientation
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@@ -107,7 +107,7 @@ bool WaypointMovementGenerator<Creature>::StartMove(Creature &creature)
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i_currentNode = (i_currentNode+1) % i_path->size();
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i_currentNode = (i_currentNode+1) % i_path->size();
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}
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}
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const WaypointData *node = i_path->at(i_currentNode);
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WaypointData const* node = i_path->at(i_currentNode);
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m_isArrivalDone = false;
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m_isArrivalDone = false;
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@@ -116,7 +116,8 @@ bool WaypointMovementGenerator<Creature>::StartMove(Creature &creature)
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Movement::MoveSplineInit init(creature);
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Movement::MoveSplineInit init(creature);
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init.MoveTo(node->x, node->y, node->z);
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init.MoveTo(node->x, node->y, node->z);
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if (node->orientation != 100 && node->delay != 0)
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//! Accepts angles such as 0.00001 and -0.00001, 0 must be ignored, default value in waypoint table
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if (node->orientation && node->delay)
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init.SetFacing(node->orientation);
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init.SetFacing(node->orientation);
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init.SetWalk(!node->run);
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init.SetWalk(!node->run);
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