Core/Movement: Allow waypoints to use 0 as valid facing value

Port From (https://github.com/TrinityCore/TrinityCore/commit/8501fb572a38b7d278c6e37d7b32164c63771550)
This commit is contained in:
hondacrx
2022-06-15 18:12:42 -04:00
parent 0b1ce0fa05
commit ed85b3ae55
4 changed files with 15 additions and 9 deletions
@@ -351,9 +351,8 @@ namespace Game.Movement
//! but formationDest contains global coordinates
init.MoveTo(waypoint.x, waypoint.y, waypoint.z);
//! Accepts angles such as 0.00001 and -0.00001, 0 must be ignored, default value in waypoint table
if (waypoint.orientation != 0 && waypoint.delay != 0)
init.SetFacing(waypoint.orientation);
if (waypoint.orientation.HasValue && waypoint.delay != 0)
init.SetFacing(waypoint.orientation.Value);
switch (waypoint.moveType)
{