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fix(Core/Spells): Always melee attack target when charge is over. (#7316)
* fix(Core/Spells): Always melee attack target when charge is over. Fixed #7266 * Update src/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp
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@@ -580,7 +580,7 @@ void MotionMaster::MoveFall(uint32 id /*=0*/, bool addFlagForNPC)
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Mutate(new EffectMovementGenerator(id), MOTION_SLOT_CONTROLLED);
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}
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void MotionMaster::MoveCharge(float x, float y, float z, float speed, uint32 id, const Movement::PointsArray* path, bool generatePath, float orientation /* = 0.0f*/)
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void MotionMaster::MoveCharge(float x, float y, float z, float speed, uint32 id, const Movement::PointsArray* path, bool generatePath, float orientation /* = 0.0f*/, ObjectGuid targetGUID /*= ObjectGuid::Empty*/)
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{
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// Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE
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if (_owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
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@@ -592,12 +592,12 @@ void MotionMaster::MoveCharge(float x, float y, float z, float speed, uint32 id,
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if (_owner->GetTypeId() == TYPEID_PLAYER)
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{
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LOG_DEBUG("movement.motionmaster", "Player (%s) charge point (X: %f Y: %f Z: %f)", _owner->GetGUID().ToString().c_str(), x, y, z);
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Mutate(new PointMovementGenerator<Player>(id, x, y, z, speed, orientation, path, generatePath, generatePath), MOTION_SLOT_CONTROLLED);
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Mutate(new PointMovementGenerator<Player>(id, x, y, z, speed, orientation, path, generatePath, generatePath, targetGUID), MOTION_SLOT_CONTROLLED);
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}
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else
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{
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LOG_DEBUG("movement.motionmaster", "Creature (%s) charge point (X: %f Y: %f Z: %f)", _owner->GetGUID().ToString().c_str(), x, y, z);
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Mutate(new PointMovementGenerator<Creature>(id, x, y, z, speed, orientation, path, generatePath, generatePath), MOTION_SLOT_CONTROLLED);
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Mutate(new PointMovementGenerator<Creature>(id, x, y, z, speed, orientation, path, generatePath, generatePath, targetGUID), MOTION_SLOT_CONTROLLED);
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}
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}
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@@ -207,7 +207,7 @@ public:
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void MoveTakeoff(uint32 id, Position const& pos, float speed = 0.0f);
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void MoveTakeoff(uint32 id, float x, float y, float z, float speed = 0.0f); // pussywizard: added for easy calling by passing 3 floats x, y, z
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void MoveCharge(float x, float y, float z, float speed = SPEED_CHARGE, uint32 id = EVENT_CHARGE, const Movement::PointsArray* path = nullptr, bool generatePath = false, float orientation = 0.0f);
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void MoveCharge(float x, float y, float z, float speed = SPEED_CHARGE, uint32 id = EVENT_CHARGE, const Movement::PointsArray* path = nullptr, bool generatePath = false, float orientation = 0.0f, ObjectGuid targetGUID = ObjectGuid::Empty);
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void MoveKnockbackFrom(float srcX, float srcY, float speedXY, float speedZ);
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void MoveJumpTo(float angle, float speedXY, float speedZ);
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void MoveJump(Position const& pos, float speedXY, float speedZ, uint32 id = 0)
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@@ -139,6 +139,11 @@ void PointMovementGenerator<T>::DoFinalize(T* unit)
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if (id == EVENT_CHARGE)
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{
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unit->ClearUnitState(UNIT_STATE_CHARGING);
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if (Unit* target = ObjectAccessor::GetUnit(*unit, _chargeTargetGUID))
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{
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unit->Attack(target, true);
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}
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}
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if (unit->movespline->Finalized())
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@@ -14,8 +14,10 @@ template<class T>
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class PointMovementGenerator : public MovementGeneratorMedium< T, PointMovementGenerator<T> >
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{
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public:
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PointMovementGenerator(uint32 _id, float _x, float _y, float _z, float _speed = 0.0f, float orientation = 0.0f, const Movement::PointsArray* _path = nullptr, bool generatePath = false, bool forceDestination = false) : id(_id),
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i_x(_x), i_y(_y), i_z(_z), speed(_speed), i_orientation(orientation), _generatePath(generatePath), _forceDestination(forceDestination)
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PointMovementGenerator(uint32 _id, float _x, float _y, float _z, float _speed = 0.0f, float orientation = 0.0f, const Movement::PointsArray* _path = nullptr,
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bool generatePath = false, bool forceDestination = false, ObjectGuid chargeTargetGUID = ObjectGuid::Empty)
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: id(_id), i_x(_x), i_y(_y), i_z(_z), speed(_speed), i_orientation(orientation), _generatePath(generatePath), _forceDestination(forceDestination),
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_chargeTargetGUID(chargeTargetGUID)
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{
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if (_path)
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m_precomputedPath = *_path;
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@@ -42,6 +44,7 @@ private:
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Movement::PointsArray m_precomputedPath;
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bool _generatePath;
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bool _forceDestination;
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ObjectGuid _chargeTargetGUID;
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};
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class AssistanceMovementGenerator : public PointMovementGenerator<Creature>
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