mirror of
https://github.com/EQEmu/Server.git
synced 2026-01-11 01:53:52 +00:00
Fix for bot out-of-combat movement animation glitches
This commit is contained in:
parent
3c0bd2bf5d
commit
5b371ad054
@ -339,6 +339,8 @@ public:
|
||||
bool IsStanding();
|
||||
virtual int GetWalkspeed() const { return (int)((float)_GetWalkSpeed() * 1.785714f); } // 1.25 / 0.7 = 1.7857142857142857142857142857143
|
||||
virtual int GetRunspeed() const { return (int)((float)_GetRunSpeed() * 1.785714f); }
|
||||
virtual void WalkTo(float x, float y, float z);
|
||||
virtual void RunTo(float x, float y, float z);
|
||||
bool UseDiscipline(uint32 spell_id, uint32 target);
|
||||
uint8 GetNumberNeedingHealedInGroup(uint8 hpr, bool includePets);
|
||||
bool GetNeedsCured(Mob *tar);
|
||||
|
||||
@ -998,8 +998,8 @@ public:
|
||||
|
||||
inline bool CheckAggro(Mob* other) {return hate_list.IsEntOnHateList(other);}
|
||||
float CalculateHeadingToTarget(float in_x, float in_y) { return HeadingAngleToMob(in_x, in_y); }
|
||||
void WalkTo(float x, float y, float z);
|
||||
void RunTo(float x, float y, float z);
|
||||
virtual void WalkTo(float x, float y, float z);
|
||||
virtual void RunTo(float x, float y, float z);
|
||||
void NavigateTo(float x, float y, float z);
|
||||
void RotateTo(float new_heading);
|
||||
void RotateToWalking(float new_heading);
|
||||
|
||||
@ -1063,3 +1063,26 @@ void NPC::RestoreGuardSpotCharm()
|
||||
{
|
||||
m_GuardPoint = m_GuardPointSaved;
|
||||
}
|
||||
|
||||
/******************
|
||||
* Bot-specific overloads to make them play nice with the new movement system
|
||||
*/
|
||||
#ifdef BOTS
|
||||
#include "bot.h"
|
||||
|
||||
void Bot::WalkTo(float x, float y, float z)
|
||||
{
|
||||
if (IsSitting())
|
||||
Stand();
|
||||
|
||||
Mob::WalkTo(x, y, z);
|
||||
}
|
||||
|
||||
void Bot::RunTo(float x, float y, float z)
|
||||
{
|
||||
if (IsSitting())
|
||||
Stand();
|
||||
|
||||
Mob::RunTo(x, y, z);
|
||||
}
|
||||
#endif
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user