Core/Units: moved cyclic spline synchronization mechanic heartbeat handling

Port From (https://github.com/TrinityCore/TrinityCore/commit/c2fedbb6cc89510002e9f56751e7f8427e306487)
This commit is contained in:
Hondacrx
2024-08-19 11:46:46 -04:00
parent 7716f581d9
commit 31ce0c6719
3 changed files with 19 additions and 17 deletions
+11 -14
View File
@@ -1809,20 +1809,6 @@ namespace Game.Entities
MoveSpline.UpdateState((int)diff);
bool arrived = MoveSpline.Finalized();
if (MoveSpline.IsCyclic())
{
splineSyncTimer.Update(diff);
if (splineSyncTimer.Passed())
{
splineSyncTimer.Reset(5000); // Retail value, do not change
FlightSplineSync flightSplineSync = new();
flightSplineSync.Guid = GetGUID();
flightSplineSync.SplineDist = (float)MoveSpline.TimePassed() / MoveSpline.Duration();
SendMessageToSet(flightSplineSync, true);
}
}
if (arrived)
{
DisableSpline();
@@ -1860,6 +1846,17 @@ namespace Game.Entities
UpdatePosition(loc.X, loc.Y, loc.Z, loc.W);
}
void SendFlightSplineSyncUpdate()
{
if (!MoveSpline.IsCyclic() || MoveSpline.Finalized())
return;
FlightSplineSync flightSplineSync = new();
flightSplineSync.Guid = GetGUID();
flightSplineSync.SplineDist = (float)MoveSpline.TimePassed() / MoveSpline.Duration();
SendMessageToSet(flightSplineSync, true);
}
void InterruptMovementBasedAuras()
{
// TODO: Check if orientation transport offset changed instead of only global orientation