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