u can check it: you need to create DK than go to the ebon hold castle, use .add 39700. Use it and if u will be on the dragon, the patch work.
But i have i problem: when i try to patch my sources with vehicle patch i got 2 conflicts.
1st in unit.cpp - i'd fix it by myself.
2nd in object.cpp
***************
*** 262,267 ****
case TYPEID_UNIT:
{
flags2 = ((Creature*)this)->canFly() ? (MOVEMENTFLAG_FORWARD | MOVEMENTFLAG_LEVITATING) : MOVEMENTFLAG_NONE;
}
break;
case TYPEID_PLAYER:
--- 262,269 ----
case TYPEID_UNIT:
{
flags2 = ((Creature*)this)->canFly() ? (MOVEMENTFLAG_FORWARD | MOVEMENTFLAG_LEVITATING) : MOVEMENTFLAG_NONE;
+ if(((Unit*)this)->GetVehicleGUID())
+ flags2 |= (MOVEMENTFLAG_ONTRANSPORT | MOVEMENTFLAG_FLY_UNK1);
}
break;
case TYPEID_PLAYER:
I tryed to fix it, but i don't know where it must be situated.
in 8880 change this part of code had been rewrited.
case TYPEID_UNIT:
{
flags2 = MOVEMENTFLAG_NONE;
if (!((Creature*)this)->IsStopped())
flags2 |= MOVEMENTFLAG_FORWARD; // not set if not really moving
if (((Creature*)this)->canFly())
{
flags2 |= MOVEMENTFLAG_LEVITATING; // (ok) most seem to have this
if (((Creature*)this)->IsStopped())
flags2 |= MOVEMENTFLAG_FLY_UNK1; // (ok) possibly some "hover" mode
else
{
if (((Creature*)this)->IsMounted())
flags2 |= MOVEMENTFLAG_FLYING; // seems to be often when mounted
/* for further research
else
flags2 |= MOVEMENTFLAG_FLYING2; // not seen, but work on some, even if not "correct"
*/
}
}
}
and i'm totaly confused now.