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fix(Scripts/TheEye): Kael'thas p5 transition, flight, MotionMaster:MoveTakeoff (#20005)
Co-authored-by: killerwife <killerwife@gmail.com>
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@@ -520,7 +520,7 @@ void MotionMaster::MoveLand(uint32 id, float x, float y, float z, float speed /*
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/**
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* @brief Use to move the unit from the ground to the air. Doesn't work with UNIT_FLAG_DISABLE_MOVE
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*/
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void MotionMaster::MoveTakeoff(uint32 id, Position const& pos, float speed /* = 0.0f*/)
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void MotionMaster::MoveTakeoff(uint32 id, Position const& pos, float speed /* = 0.0f*/, bool skipAnimation)
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{
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if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
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return;
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@@ -538,7 +538,10 @@ void MotionMaster::MoveTakeoff(uint32 id, Position const& pos, float speed /* =
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init.SetVelocity(speed);
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}
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init.SetAnimation(Movement::ToFly);
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if (!skipAnimation)
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{
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init.SetAnimation(Movement::ToFly);
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}
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init.Launch();
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Mutate(new EffectMovementGenerator(id), MOTION_SLOT_ACTIVE);
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}
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@@ -546,10 +549,10 @@ void MotionMaster::MoveTakeoff(uint32 id, Position const& pos, float speed /* =
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/**
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* @brief Use to move the unit from the air to the ground. Doesn't work with UNIT_FLAG_DISABLE_MOVE
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*/
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void MotionMaster::MoveTakeoff(uint32 id, float x, float y, float z, float speed /* = 0.0f*/)
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void MotionMaster::MoveTakeoff(uint32 id, float x, float y, float z, float speed /* = 0.0f*/, bool skipAnimation)
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{
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Position pos = {x, y, z, 0.0f};
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MoveTakeoff(id, pos, speed);
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MoveTakeoff(id, pos, speed, skipAnimation);
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}
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void MotionMaster::MoveKnockbackFrom(float srcX, float srcY, float speedXY, float speedZ)
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@@ -217,8 +217,8 @@ public:
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// These two movement types should only be used with creatures having landing/takeoff animations
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void MoveLand(uint32 id, Position const& pos, float speed = 0.0f);
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void MoveLand(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 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 MoveTakeoff(uint32 id, Position const& pos, float speed = 0.0f, bool skipAnimation = false);
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void MoveTakeoff(uint32 id, float x, float y, float z, float speed = 0.0f, bool skipAnimation = false); // 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, ObjectGuid targetGUID = ObjectGuid::Empty);
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void MoveCharge(PathGenerator const& path, float speed = SPEED_CHARGE, ObjectGuid targetGUID = ObjectGuid::Empty);
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