feat(Core/Movement): Allow waypoints to use 0 as valid facing value (#11681)

* feat(Core/Movement): Allow waypoints to use 0 as valid facing value

* cherry-pick commit (4747515872)

Co-Authored-By: Ovah <18347559+Ovahlord@users.noreply.github.com>

* Update SmartScriptMgr.h

* a

* Update SmartAI.cpp

* Update SmartAI.cpp

* Update SmartAI.cpp

* typo

* Update SmartAI.cpp

* Update SmartAI.cpp

* Compile fix

* compile #2

* Update WaypointMgr.h

* Update SmartScriptMgr.h

* compile fix again

Co-authored-by: Ovah <18347559+Ovahlord@users.noreply.github.com>
Co-authored-by: MDIC <joshua.lee.betts@gmail.com>
This commit is contained in:
Kitzunu
2022-05-21 23:42:41 +02:00
committed by GitHub
parent 92cf37731a
commit 90fccacad5
7 changed files with 27 additions and 15 deletions

View File

@@ -175,9 +175,8 @@ bool WaypointMovementGenerator<Creature>::StartMove(Creature* creature)
//! but formationDest contains global coordinates
init.MoveTo(node->x, node->y, z, true, true);
//! Accepts angles such as 0.00001 and -0.00001, 0 must be ignored, default value in waypoint table
if (node->orientation && node->delay)
init.SetFacing(node->orientation);
if (node->orientation.has_value() && node->delay > 0)
init.SetFacing(*node->orientation);
switch (node->move_type)
{