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diff --git a/src/game/Creature.cpp b/src/game/Creature.cpp | |
index e9205a5..bf282e6 100644 | |
--- a/src/game/Creature.cpp | |
+++ b/src/game/Creature.cpp | |
@@ -509,6 +509,8 @@ void Creature::Update(uint32 update_diff, uint32 diff) | |
} | |
case CORPSE: | |
{ | |
+ Unit::Update(update_diff, diff); | |
+ | |
if (m_isDeadByDefault) | |
break; | |
@@ -1492,7 +1494,7 @@ void Creature::SetDeathState(DeathState s) | |
Unit::SetDeathState(ALIVE); | |
clearUnitState(UNIT_STAT_ALL_STATE); | |
- i_motionMaster.Clear(); | |
+ i_motionMaster.Initialize(); | |
SetMeleeDamageSchool(SpellSchools(cinfo->dmgschool)); | |
@@ -1541,8 +1543,8 @@ bool Creature::FallGround() | |
init.Launch(); | |
// hacky solution: by some reason died creatures not updated, that's why need finalize movement state | |
- GetMap()->CreatureRelocation(this, GetPositionX(), GetPositionY(), tz, GetOrientation()); | |
- DisableSpline(); | |
+ //GetMap()->CreatureRelocation(this, GetPositionX(), GetPositionY(), tz, GetOrientation()); | |
+ //DisableSpline(); | |
return true; | |
} | |
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp | |
index 5b27d08..1f5dc6c 100644 | |
--- a/src/game/Unit.cpp | |
+++ b/src/game/Unit.cpp | |
@@ -8361,8 +8361,10 @@ void Unit::SetDeathState(DeathState s) | |
RemoveMiniPet(); | |
UnsummonAllTotems(); | |
+ i_motionMaster.Clear(false,true); | |
+ i_motionMaster.MoveIdle(); | |
StopMoving(); | |
- DisableSpline(); | |
+ //DisableSpline(); | |
ModifyAuraState(AURA_STATE_HEALTHLESS_20_PERCENT, false); | |
ModifyAuraState(AURA_STATE_HEALTHLESS_35_PERCENT, false); |
thanks for reply
i have found your comment only now, gist didn't notified me =\
you call update for events and spells only, while Unit::Update causes more things to be updated
maybe you can test this in your branch?
i not sure, there updating movement for dead units is needed... but really, need to test. 'll test immediately after the finish worldlock chain.
the main thing i afraid is update spells and etc - but as i can see you already doing this and there is no problems for you
i not sure, there updating movement for dead units is needed...
this needed to remove some hacks from our code(like died creature falling). Corpses should be able to move (but ofc they shouldn't chase you^^)
'll test immediately after the finish worldlock chain.
it would be nice
way like this tested in my branch approx half year. works good.