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fix(Core/Movement): Improvements to taxi flight movement generator: (#12347)
Changed multi-segment taxi paths to fly nearby flight masters along the way, not directly through them. Taxi cost on multi-segment paths is now charged per segment when it is started. Properly send taxi node status on login, as well as if the taxi master is out of range. Apply reputation discount to all points in multi-segment paths. Properly clean up list of taxi destinations upon arrival at final node. Teleport players to the destination taxi node location instead of their current ground position. Don't start a spline with just 1 point in FlightPathMovementGenerator Source: TrinityCore.
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@@ -1126,6 +1126,7 @@ public:
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bool ActivateTaxiPathTo(uint32 taxi_path_id, uint32 spellid = 1);
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void CleanupAfterTaxiFlight();
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void ContinueTaxiFlight();
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void SendTaxiNodeStatusMultiple();
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// mount_id can be used in scripting calls
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[[nodiscard]] bool IsDeveloper() const { return HasPlayerFlag(PLAYER_FLAGS_DEVELOPER); }
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@@ -1336,7 +1337,8 @@ public:
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bool BuyItemFromVendorSlot(ObjectGuid vendorguid, uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot);
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bool _StoreOrEquipNewItem(uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot, int32 price, ItemTemplate const* pProto, Creature* pVendor, VendorItem const* crItem, bool bStore);
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float GetReputationPriceDiscount(Creature const* creature) const;
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[[nodiscard]] float GetReputationPriceDiscount(Creature const* creature) const;
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[[nodiscard]] float GetReputationPriceDiscount(FactionTemplateEntry const* factionTemplate) const;
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[[nodiscard]] Player* GetTrader() const { return m_trade ? m_trade->GetTrader() : nullptr; }
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[[nodiscard]] TradeData* GetTradeData() const { return m_trade; }
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