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