Core/Waypoints: Also facing when orientation is set and node is last of path
Port From (https://github.com/TrinityCore/TrinityCore/commit/6a183e7c647e8a3192b91514862343dd9a89ba6e)
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@@ -396,7 +396,7 @@ namespace Game.Movement
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//! but formationDest contains global coordinates
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init.MoveTo(waypoint.x, waypoint.y, waypoint.z, _generatePath);
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if (waypoint.orientation.HasValue && waypoint.delay != 0)
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if (waypoint.orientation.HasValue && (waypoint.delay > 0 || _currentNode == _path.nodes.Count - 1))
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init.SetFacing(waypoint.orientation.Value);
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switch (waypoint.moveType)
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