fix(Core/Spells): Change to the way the spell effect SPELL_EFFECT_JUMP work. (#1696)

This commit is contained in:
Viste
2019-04-29 10:52:28 +03:00
committed by Stoabrogga
parent 5df63b86c2
commit 15ffcc65aa

View File

@@ -1105,12 +1105,9 @@ void Spell::EffectJump(SpellEffIndex effIndex)
if (!unitTarget)
return;
float x, y, z;
unitTarget->GetContactPoint(m_caster, x, y, z, CONTACT_DISTANCE);
float speedXY, speedZ;
CalculateJumpSpeeds(effIndex, m_caster->GetExactDist2d(x, y), speedXY, speedZ);
m_caster->GetMotionMaster()->MoveJump(x, y, z, speedXY, speedZ);
CalculateJumpSpeeds(effIndex, m_caster->GetExactDist2d(unitTarget), speedXY, speedZ);
m_caster->GetMotionMaster()->MoveJump(*unitTarget, speedXY, speedZ);
}
void Spell::EffectJumpDest(SpellEffIndex effIndex)