Core/Movement: Allow setting position or object facing targets for jump movement

Port From (https://github.com/TrinityCore/TrinityCore/commit/ac73edc268bc8d5bbda9f4b05168e3e24c25ca45)
This commit is contained in:
Hondacrx
2024-08-26 16:48:36 -04:00
parent 89587bbd59
commit 7a43203e0c
4 changed files with 28 additions and 22 deletions
+2 -2
View File
@@ -1909,10 +1909,10 @@ namespace Game.AI
if (e.Action.jump.Gravity != 0 || e.Action.jump.UseDefaultGravity != 0)
{
float gravity = e.Action.jump.UseDefaultGravity != 0 ? (float)MotionMaster.gravity : e.Action.jump.Gravity;
_me.GetMotionMaster().MoveJumpWithGravity(pos, e.Action.jump.SpeedXY, gravity, e.Action.jump.PointId, false, null, null, actionResultSetter);
_me.GetMotionMaster().MoveJumpWithGravity(pos, e.Action.jump.SpeedXY, gravity, e.Action.jump.PointId, null, null, null, actionResultSetter);
}
else
_me.GetMotionMaster().MoveJump(pos, e.Action.jump.SpeedXY, e.Action.jump.SpeedZ, e.Action.jump.PointId, false, null, null, actionResultSetter);
_me.GetMotionMaster().MoveJump(pos, e.Action.jump.SpeedXY, e.Action.jump.SpeedZ, e.Action.jump.PointId, null, null, null, actionResultSetter);
mTimedActionWaitEvent = waitEvent;
break;