fix(Core/Spells): Change to the way the spell effect SPELL_EFFECT_JUMP work. (#1696)
This commit is contained in:
parent
5df63b86c2
commit
15ffcc65aa
1 changed files with 2 additions and 5 deletions
|
|
@ -1105,12 +1105,9 @@ void Spell::EffectJump(SpellEffIndex effIndex)
|
|||
if (!unitTarget)
|
||||
return;
|
||||
|
||||
float x, y, z;
|
||||
unitTarget->GetContactPoint(m_caster, x, y, z, CONTACT_DISTANCE);
|
||||
|
||||
float speedXY, speedZ;
|
||||
CalculateJumpSpeeds(effIndex, m_caster->GetExactDist2d(x, y), speedXY, speedZ);
|
||||
m_caster->GetMotionMaster()->MoveJump(x, y, z, speedXY, speedZ);
|
||||
CalculateJumpSpeeds(effIndex, m_caster->GetExactDist2d(unitTarget), speedXY, speedZ);
|
||||
m_caster->GetMotionMaster()->MoveJump(*unitTarget, speedXY, speedZ);
|
||||
}
|
||||
|
||||
void Spell::EffectJumpDest(SpellEffIndex effIndex)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue