feat(Core/Movement): MotionMaster "Land" and "Take off" velocity speed is optional now (#3446)
This commit is contained in:
parent
0e2df5ad6f
commit
b093380258
2 changed files with 20 additions and 10 deletions
|
|
@ -462,7 +462,7 @@ void MotionMaster::MoveSplinePath(Movement::PointsArray* path)
|
|||
}
|
||||
}
|
||||
|
||||
void MotionMaster::MoveLand(uint32 id, Position const& pos, float speed)
|
||||
void MotionMaster::MoveLand(uint32 id, Position const& pos, float speed /* = 0.0f*/)
|
||||
{
|
||||
// Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE
|
||||
if (_owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
|
||||
|
|
@ -477,19 +477,24 @@ void MotionMaster::MoveLand(uint32 id, Position const& pos, float speed)
|
|||
|
||||
Movement::MoveSplineInit init(_owner);
|
||||
init.MoveTo(x, y, z);
|
||||
init.SetVelocity(speed);
|
||||
|
||||
if (speed > 0.0f)
|
||||
{
|
||||
init.SetVelocity(speed);
|
||||
}
|
||||
|
||||
init.SetAnimation(Movement::ToGround);
|
||||
init.Launch();
|
||||
Mutate(new EffectMovementGenerator(id), MOTION_SLOT_ACTIVE);
|
||||
}
|
||||
|
||||
void MotionMaster::MoveLand(uint32 id, float x, float y, float z, float speed)
|
||||
void MotionMaster::MoveLand(uint32 id, float x, float y, float z, float speed /* = 0.0f*/)
|
||||
{
|
||||
Position pos = {x, y, z, 0.0f};
|
||||
MoveLand(id, pos, speed);
|
||||
}
|
||||
|
||||
void MotionMaster::MoveTakeoff(uint32 id, Position const& pos, float speed)
|
||||
void MotionMaster::MoveTakeoff(uint32 id, Position const& pos, float speed /* = 0.0f*/)
|
||||
{
|
||||
// Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE
|
||||
if (_owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
|
||||
|
|
@ -504,13 +509,18 @@ void MotionMaster::MoveTakeoff(uint32 id, Position const& pos, float speed)
|
|||
|
||||
Movement::MoveSplineInit init(_owner);
|
||||
init.MoveTo(x, y, z);
|
||||
init.SetVelocity(speed);
|
||||
|
||||
if (speed > 0.0f)
|
||||
{
|
||||
init.SetVelocity(speed);
|
||||
}
|
||||
|
||||
init.SetAnimation(Movement::ToFly);
|
||||
init.Launch();
|
||||
Mutate(new EffectMovementGenerator(id), MOTION_SLOT_ACTIVE);
|
||||
}
|
||||
|
||||
void MotionMaster::MoveTakeoff(uint32 id, float x, float y, float z, float speed)
|
||||
void MotionMaster::MoveTakeoff(uint32 id, float x, float y, float z, float speed /* = 0.0f*/)
|
||||
{
|
||||
Position pos = {x, y, z, 0.0f};
|
||||
MoveTakeoff(id, pos, speed);
|
||||
|
|
|
|||
|
|
@ -202,10 +202,10 @@ public:
|
|||
void MoveSplinePath(Movement::PointsArray* path);
|
||||
|
||||
// These two movement types should only be used with creatures having landing/takeoff animations
|
||||
void MoveLand(uint32 id, Position const& pos, float speed);
|
||||
void MoveLand(uint32 id, float x, float y, float z, float speed); // pussywizard: added for easy calling by passing 3 floats x, y, z
|
||||
void MoveTakeoff(uint32 id, Position const& pos, float speed);
|
||||
void MoveTakeoff(uint32 id, float x, float y, float z, float speed); // pussywizard: added for easy calling by passing 3 floats x, y, z
|
||||
void MoveLand(uint32 id, Position const& pos, float speed = 0.0f);
|
||||
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
|
||||
void MoveTakeoff(uint32 id, Position const& pos, float speed = 0.0f);
|
||||
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
|
||||
|
||||
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);
|
||||
void MoveKnockbackFrom(float srcX, float srcY, float speedXY, float speedZ);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue