Fix knockback effect cause the creature's position client-server sync problem - By smellbee

Details and comments on this patch found here: http://www.trinitycore.org/forum/project.php?issueid=4689

--HG--
branch : trunk
This commit is contained in:
Chaz Brown
2009-08-07 02:47:25 -04:00
parent 0aef1a9a48
commit d7f7862d96
2 changed files with 10 additions and 5 deletions
+7 -4
View File
@@ -119,10 +119,10 @@ DestinationHolder<TRAVELLER>::UpdateTraveller(TRAVELLER &traveller, uint32 diff,
if(!traveller.GetTraveller().hasUnitState(UNIT_STAT_MOVING | UNIT_STAT_IN_FLIGHT))
return true;
if(traveller.GetTraveller().hasUnitState(UNIT_STAT_IN_FLIGHT))
if(traveller.GetTraveller().hasUnitState(UNIT_STAT_IN_FLIGHT) || traveller.GetTraveller().IsFlying())
GetLocationNow(traveller.GetTraveller().GetBaseMap() ,x, y, z, true); // Should reposition Object with right Coord, so I can bypass some Grid Relocation
else
GetLocationNow(traveller.GetTraveller().GetBaseMap(), x, y, z, false);
GetLocationNow(traveller.GetTraveller().GetMap(), x, y, z, false);
if( x == -431602080 )
return false;
@@ -175,13 +175,16 @@ DestinationHolder<TRAVELLER>::GetLocationNow(const Map * map, float &x, float &y
z = z2;
else
{
//That part is good for mob Walking on the floor. But the floor is not always what we thought.
/*//That part is good for mob Walking on the floor. But the floor is not always what we thought.
z = map->GetHeight(x,y,i_fromZ,false); // Disable cave check
const float groundDist = sqrt(distanceX*distanceX + distanceY*distanceY);
const float zDist = fabs(i_fromZ - z) + 0.000001f;
const float slope = groundDist / zDist;
if(slope < 1.0f) // This prevents the ground returned by GetHeight to be used when in cave
z = z2; // a climb or jump of more than 45 is denied
z = z2; // a climb or jump of more than 45 is denied*/
float ground = map->GetHeight(x,y,MAX_HEIGHT,true);
float floor = map->GetHeight(x,y,z2,true);
z = (fabs(ground - z2) <= fabs(floor - z2)) ? ground:floor;
}
}
}
+3 -1
View File
@@ -205,7 +205,9 @@ TargetedMovementGenerator<T>::Update(T &owner, const uint32 & time_diff)
return true;
}
if (i_destinationHolder.UpdateTraveller(traveller, time_diff))
bool update_traveller = (owner.GetTypeId() == TYPEID_UNIT && !((Creature*)&owner)->isPet())? i_destinationHolder.UpdateTraveller(traveller, time_diff, true) : i_destinationHolder.UpdateTraveller(traveller, time_diff, false);
//if (i_destinationHolder.UpdateTraveller(traveller, time_diff))
if(update_traveller)
{
// put targeted movement generators on a higher priority
//if (owner.GetObjectSize())