[DiscordArchive] yeah but isn't that for creatures only?
[DiscordArchive] yeah but isn't that for creatures only?
Archived author: Telegrill • Posted: 2025-11-03T17:06:16.088000+00:00
Original source
i noticed it at some point
Archived author: Telegrill • Posted: 2025-11-03T17:07:02.768000+00:00
Original source
i guess the appropriate impl is a new field flag for certain stuff we want, like UnlimitedSpeed
Archived author: Telegrill • Posted: 2025-11-03T17:07:28.142000+00:00
Original source
I recall someone did find information on db2 about certain flags they use serverside
Archived author: Telegrill • Posted: 2025-11-03T17:09:49.054000+00:00
Original source
and i cannot find the issue or the conv
Archived author: Telegrill • Posted: 2025-11-03T17:11:58.154000+00:00
Original source
https://github.com/TrinityCore/TrinityCo...1193408942 ah here it is
[Embed: Core/Movement: Implement SetUnlimitedSpeed for MoveJumpWithGravity ...]
According to Sylvanas Windrunner's encounter sniffs, her jump spells using SPELL_EFFECT_JUMP_CHARGE can go past 50.0f speed limitation of the client.
Changes proposed:
Implement SetUnlimit...
https://github.com/TrinityCore/TrinityCore/pull/28142
Archived author: Telegrill • Posted: 2025-11-03T17:13:06.884000+00:00
Original source
so yeah moving it to a flag field instead would be okay i think
Archived author: Telegrill • Posted: 2025-11-03T17:17:26.919000+00:00
Original source
is there any reason why we set UncompressedPath by default for MoveJumpWithGravity? I take it is to avoid precison loss or jitter on very long paths
Archived author: Telegrill • Posted: 2025-11-03T17:18:50.998000+00:00
Original source
I can't tell by numbers but unless there's a minimum of spline points that flag is not normally set, at least for jump_charge
Archived author: Telegrill • Posted: 2025-11-03T17:19:14.008000+00:00
Original source
you probably know better but it's worth mentioning