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6 changes: 4 additions & 2 deletions src/game/Movement/spline/MoveSplineInit.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -175,8 +175,10 @@ int32 MoveSplineInit::Launch()
if (args.velocity > 4 * realSpeedRun && !args.flags.done)
mvtData.SetUnitSpeed(SMSG_SPLINE_SET_RUN_SPEED, unit.GetObjectGuid(), realSpeedRun);
// Restore correct walk mode for players
if (unit.GetTypeId() == TYPEID_PLAYER && (moveFlags & MOVEFLAG_WALK_MODE) != (oldMoveFlags & MOVEFLAG_WALK_MODE))
mvtData.SetSplineOpcode(oldMoveFlags & MOVEFLAG_WALK_MODE ? SMSG_SPLINE_MOVE_SET_WALK_MODE : SMSG_SPLINE_MOVE_SET_RUN_MODE, unit.GetObjectGuid());
// Won't be able to properly restore in case of 2 consecutive splines
// Whatever it was before or during the spline, the client will continue in run mode, this could suffice
/*if (unit.GetTypeId() == TYPEID_PLAYER && (moveFlags & MOVEFLAG_WALK_MODE) != (oldMoveFlags & MOVEFLAG_WALK_MODE))
mvtData.SetSplineOpcode(oldMoveFlags & MOVEFLAG_WALK_MODE ? SMSG_SPLINE_MOVE_SET_WALK_MODE : SMSG_SPLINE_MOVE_SET_RUN_MODE, unit.GetObjectGuid());*/
if (compress)
{
WorldPacket data2;
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