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Adjust EffectPlayerPull so that it accounts for Z difference
Fixes pull issues in murmurs room The initial formula was the following: distance/horizontal speed = time 1/2*gravitational acceleration*time = initial vertical speed Problem is when intial Z != final Z Then the formula is as following: (final Z - initial Z + 1/2*gravitational acceleration*time*time) / time = initial vertical speed if you set final z - initial z both to 0, or the same number, you get the initial formula WOTLK: The wotlk core uses movespline to compute this. MoveJump is used all over scripts with guessed Max Height, which sounds quite bad, since that should be a computed value stemming from spells. (client is sent horizontal and vertical speed in packet) In future need to change from max height to vertical speed so that it reflects client usage.
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2.5f
is used forMoveJump
parameteruint32 id
causing: Implicit conversion from 'float' to 'uint32' (aka 'unsigned int') changes value from 2.5 to 2 [clang-diagnostic-literal-conversion]