Core/Vehicle: prevent creature vehicles from following their old movement generator when a player enters them in some cases.

Port From (https://github.com/TrinityCore/TrinityCore/commit/24c07367f109aa19a51defdf77c50d389ed90845)
This commit is contained in:
hondacrx
2021-12-27 15:40:37 -05:00
parent c154984847
commit dfcdade81a
+21
View File
@@ -918,6 +918,21 @@ namespace Game.Entities
vehicle.GetBase().RemoveAura(aurApp);
return;
}
if (vehicle.GetBase().IsCreature())
{
// If a player entered a vehicle that is part of a formation, remove it from said formation and replace current movement generator with MoveIdle (no movement)
CreatureGroup creatureGroup = vehicle.GetBase().ToCreature().GetFormation();
if (creatureGroup != null)
{
creatureGroup.RemoveMember(vehicle.GetBase().ToCreature());
vehicle.GetBase().GetMotionMaster().MoveIdle();
}
// If the vehicle has the random movement generator active, replace it with MoveIdle (no movement) so it won't override player control
if (vehicle.GetBase().GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Random)
vehicle.GetBase().GetMotionMaster().MoveIdle();
}
}
Cypher.Assert(!m_vehicle);
@@ -1025,8 +1040,14 @@ namespace Game.Entities
GetMotionMaster().LaunchMoveSpline(init, EventId.VehicleExit, MovementGeneratorPriority.Highest);
if (player != null)
{
player.ResummonPetTemporaryUnSummonedIfAny();
// When a player exits a creature vehicle, restore its default motion generator (if any)
if (vehicle.GetBase().IsCreature())
vehicle.GetBase().GetMotionMaster().InitializeDefault();
}
if (vehicle.GetBase().HasUnitTypeMask(UnitTypeMask.Minion) && vehicle.GetBase().IsTypeId(TypeId.Unit))
if (((Minion)vehicle.GetBase()).GetOwner() == this)
vehicle.GetBase().ToCreature().DespawnOrUnsummon(vehicle.GetDespawnDelay());