Core/Movement: Migrate scripts using GetMotionMaster()->MoveSmoothPath to GetMotionMaster()->MovePath and kill it (they now have the same capabilities)
Port From (https://github.com/TrinityCore/TrinityCore/commit/dad976beb4f1a865e5df5d6f03da1d00d266e1fc)
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@@ -906,26 +906,6 @@ namespace Game.Movement
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Add(new GenericMovementGenerator(initializer, MovementGeneratorType.Effect, 0, new GenericMovementGeneratorArgs() { Duration = duration, ScriptResult = scriptResult }));
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}
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public void MoveSmoothPath(uint pointId, Vector3[] pathPoints, int pathSize, bool walk = false, bool fly = false)
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{
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var initializer = (MoveSplineInit init) =>
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{
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init.MovebyPath(pathPoints);
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init.SetWalk(walk);
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if (fly)
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{
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init.SetFly();
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init.SetUncompressed();
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init.SetSmooth();
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}
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};
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// This code is not correct
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// GenericMovementGenerator does not affect UNIT_STATE_ROAMING_MOVE
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// need to call PointMovementGenerator with various pointIds
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Add(new GenericMovementGenerator(initializer, MovementGeneratorType.Effect, pointId));
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}
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public void MoveAlongSplineChain(uint pointId, uint dbChainId, bool walk)
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{
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Creature owner = _owner.ToCreature();
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