Core/Movement: crashfix workaround
Port From (https://github.com/TrinityCore/TrinityCore/commit/ab740026b30b80e8599a0ad8c8a8eb466b6f4222)
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@@ -204,8 +204,12 @@ namespace Game.Entities
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MoveSplineInit init = new(this);
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init.MoveTo(GetPositionX(), GetPositionY(), GetPositionZ(), false);
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if (GetTransport())
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init.DisableTransportPathTransformations(); // It makes no sense to target global orientation
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init.SetFacing(ori);
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GetMotionMaster().LaunchMoveSpline(init, EventId.Face, MovementSlot.Controlled);
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//GetMotionMaster().LaunchMoveSpline(init, EventId.Face, MovementSlot.Controlled);
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init.Launch();
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}
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public void SetFacingToObject(WorldObject obj, bool force = true)
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@@ -215,7 +219,12 @@ namespace Game.Entities
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return;
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// @todo figure out under what conditions creature will move towards object instead of facing it where it currently is.
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SetFacingTo(GetAbsoluteAngle(obj));
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MoveSplineInit init = new(this);
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init.MoveTo(GetPositionX(), GetPositionY(), GetPositionZ(), false);
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init.SetFacing(GetAbsoluteAngle(obj)); // when on transport, GetAbsoluteAngle will still return global coordinates (and angle) that needs transforming
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//GetMotionMaster().LaunchMoveSpline(init, EventId.Face, MovementSlot.Controlled);
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init.Launch();
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}
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public void MonsterMoveWithSpeed(float x, float y, float z, float speed, bool generatePath = false, bool forceDestination = false)
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