*Check movementflag to interrupt casting instead of checking position.

*Also some other fixes about movement flags.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-06-15 12:02:55 -05:00
parent 4d6fb6c8b2
commit b9610f27dd
19 changed files with 120 additions and 118 deletions
+2 -2
View File
@@ -79,7 +79,7 @@ inline float Traveller<Creature>::Speed()
return i_traveller.m_TempSpeed;
else if(i_traveller.HasUnitMovementFlag(MOVEMENTFLAG_WALK_MODE))
return i_traveller.GetSpeed(MOVE_WALK);
else if(i_traveller.HasUnitMovementFlag(MOVEMENTFLAG_FLYING2))
else if(i_traveller.HasUnitMovementFlag(MOVEMENTFLAG_FLYING))
return i_traveller.GetSpeed(MOVE_FLIGHT);
else
return i_traveller.GetSpeed(MOVE_RUN);
@@ -98,7 +98,7 @@ inline float Traveller<Creature>::GetMoveDestinationTo(float x, float y, float z
float dy = y - GetPositionY();
float dz = z - GetPositionZ();
if(i_traveller.HasUnitMovementFlag(MOVEMENTFLAG_FLYING2))
if(i_traveller.HasUnitMovementFlag(MOVEMENTFLAG_FLYING))
return sqrt((dx*dx) + (dy*dy) + (dz*dz));
else //Walking on the ground
return sqrt((dx*dx) + (dy*dy));