Core/Spells: Allow spell effects to have multiple destinations. Spells like: 49814, 10869 and similar are now properly selecting destination targets.

This commit is contained in:
QAston
2012-03-03 00:19:48 +01:00
parent b0985b4d5f
commit a08fe16d69
8 changed files with 223 additions and 194 deletions
@@ -1756,7 +1756,7 @@ class spell_vehicle_throw_passenger : public SpellScriptLoader
if (Unit* device = seat->GetPassenger(2))
if (!device->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
{
float dist = unit->GetExactDistSq(targets.GetDst());
float dist = unit->GetExactDistSq(targets.GetDstPos());
if (dist < minDist)
{
minDist = dist;
@@ -1764,13 +1764,13 @@ class spell_vehicle_throw_passenger : public SpellScriptLoader
}
}
}
if (target && target->IsWithinDist2d(targets.GetDst(), GetSpellInfo()->Effects[effIndex].CalcRadius() * 2)) // now we use *2 because the location of the seat is not correct
if (target && target->IsWithinDist2d(targets.GetDstPos(), GetSpellInfo()->Effects[effIndex].CalcRadius() * 2)) // now we use *2 because the location of the seat is not correct
passenger->EnterVehicle(target, 0);
else
{
passenger->ExitVehicle();
float x, y, z;
targets.GetDst()->GetPosition(x, y, z);
targets.GetDstPos()->GetPosition(x, y, z);
passenger->GetMotionMaster()->MoveJump(x, y, z, targets.GetSpeedXY(), targets.GetSpeedZ());
}
}