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https://github.com/liyunfan1223/azerothcore-wotlk.git
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Npc positioning Implemented slope check to avoid unwanted climbing for some kind of movements (backwards, repositioning etc.) Implemented backwards movement Re-implemented circle repositioning algorithm (smartest than retail, but with the same feeling) Fixed random position of summoned minions Improved pet following movement. Also, they attack NPC from behind now. Thanks to @Footman Swimming creatures Fixed max_z coordinate for swimming creatures. Now only part of their body is allowed to be out of the water level Fixed pathfinder for swimming creatures creating shortcuts for specific segments, now they swim underwater to reach the seashore instead of flying above the water level. Creatures with water InhabitType but no swimming flag now, when not in combat, will walk on water depth instead of swimming. Thanks @jackpoz for the original code UNIT_FLAG_SWIMMING in UpdateEnvironmentIfNeeded to show the swimming animation correctly when underwater Implemented HasEnoughWater check to avoid swimming creatures to go where the water level is too low but also to properly enable swimming animation only when a creature has enough water to swim. Walking creatures Extended the DetourNavMeshQuery adding area cost based on walkability (slope angle + source height) to find better paths at runtime instead of completely remove them from mmaps improve Z height in certain conditions (see #4205, #4203, #4247 ) Flying creatures Rewriting of the hover system Removed hacks and improved the UpdateEnvironmentIfNeeded. Now creatures can properly switch from flying to walk etc. Spells LOS on spell effect must be calculated on CollisionHeight and HitSpherePoint instead of position coords. Improved position for object/creature spawned via spells Improved checks for Fleeing movements (fear spells) Other improvements Implemented method to calculate the CollisionWidth from dbc (used by repositioning algorithm etc.) Improved raycast and collision checks Co-authored-by: Footman <p.alexej@freenet.de> Co-authored-by: Helias <stefanoborzi32@gmail.com> Co-authored-by: Francesco Borzì <borzifrancesco@gmail.com> Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
242 lines
8.6 KiB
C++
242 lines
8.6 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: https://github.com/azerothcore/azerothcore-wotlk/blob/master/LICENSE-GPL2
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* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*/
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#include "MoveSplineInit.h"
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#include "MoveSpline.h"
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#include "MovementPacketBuilder.h"
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#include "Unit.h"
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#include "Transport.h"
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#include "Vehicle.h"
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#include "WorldPacket.h"
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#include "Opcodes.h"
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namespace Movement
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{
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UnitMoveType SelectSpeedType(uint32 moveFlags)
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{
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if (moveFlags & MOVEMENTFLAG_FLYING)
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{
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if (moveFlags & MOVEMENTFLAG_BACKWARD /*&& speed_obj.flight >= speed_obj.flight_back*/)
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return MOVE_FLIGHT_BACK;
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else
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return MOVE_FLIGHT;
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}
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else if (moveFlags & MOVEMENTFLAG_SWIMMING)
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{
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if (moveFlags & MOVEMENTFLAG_BACKWARD /*&& speed_obj.swim >= speed_obj.swim_back*/)
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return MOVE_SWIM_BACK;
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else
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return MOVE_SWIM;
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}
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else if (moveFlags & MOVEMENTFLAG_WALKING)
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{
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//if (speed_obj.run > speed_obj.walk)
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return MOVE_WALK;
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}
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else if (moveFlags & MOVEMENTFLAG_BACKWARD /*&& speed_obj.run >= speed_obj.run_back*/)
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return MOVE_RUN_BACK;
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// Flying creatures use MOVEMENTFLAG_CAN_FLY or MOVEMENTFLAG_DISABLE_GRAVITY
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// Run speed is their default flight speed.
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return MOVE_RUN;
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}
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int32 MoveSplineInit::Launch()
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{
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MoveSpline& move_spline = *unit->movespline;
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bool transport = unit->HasUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT) && unit->GetTransGUID();
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Location real_position;
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// there is a big chance that current position is unknown if current state is not finalized, need compute it
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// this also allows CalculatePath spline position and update map position in much greater intervals
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// Don't compute for transport movement if the unit is in a motion between two transports
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if (!move_spline.Finalized() && move_spline.onTransport == transport)
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real_position = move_spline.ComputePosition();
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else
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{
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Position const* pos;
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if (!transport)
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pos = unit;
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else
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pos = &unit->m_movementInfo.transport.pos;
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real_position.x = pos->GetPositionX();
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real_position.y = pos->GetPositionY();
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real_position.z = pos->GetPositionZ();
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real_position.orientation = unit->GetOrientation();
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}
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// should i do the things that user should do? - no.
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if (args.path.empty())
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return 0;
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// corrent first vertex
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args.path[0] = real_position;
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args.initialOrientation = real_position.orientation;
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move_spline.onTransport = transport;
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uint32 moveFlags = unit->m_movementInfo.GetMovementFlags();
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moveFlags |= MOVEMENTFLAG_SPLINE_ENABLED;
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if (!args.flags.orientationInversed)
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{
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moveFlags = (moveFlags & ~(MOVEMENTFLAG_BACKWARD)) | MOVEMENTFLAG_FORWARD;
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}
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else
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{
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moveFlags = (moveFlags & ~(MOVEMENTFLAG_FORWARD)) | MOVEMENTFLAG_BACKWARD;
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}
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if (moveFlags & MOVEMENTFLAG_ROOT)
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moveFlags &= ~MOVEMENTFLAG_MASK_MOVING;
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if (!args.HasVelocity)
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{
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// If spline is initialized with SetWalk method it only means we need to select
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// walk move speed for it but not add walk flag to unit
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uint32 moveFlagsForSpeed = moveFlags;
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if (args.flags.walkmode)
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moveFlagsForSpeed |= MOVEMENTFLAG_WALKING;
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else
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moveFlagsForSpeed &= ~MOVEMENTFLAG_WALKING;
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args.velocity = unit->GetSpeed(SelectSpeedType(moveFlagsForSpeed));
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if (Creature* creature = unit->ToCreature())
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if (creature->HasSearchedAssistance())
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args.velocity *= 0.66f;
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}
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// limit the speed in the same way the client does
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args.velocity = std::min(args.velocity, args.flags.catmullrom || args.flags.flying ? 50.0f : std::max(28.0f, unit->GetSpeed(MOVE_RUN) * 4.0f));
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if (!args.Validate(unit))
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return 0;
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unit->m_movementInfo.SetMovementFlags(moveFlags);
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move_spline.Initialize(args);
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WorldPacket data(SMSG_MONSTER_MOVE, 64);
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data.append(unit->GetPackGUID());
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if (transport)
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{
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data.SetOpcode(SMSG_MONSTER_MOVE_TRANSPORT);
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data.appendPackGUID(unit->GetTransGUID());
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data << int8(unit->GetTransSeat());
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}
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Movement::SplineBase::ControlArray* visualPoints = const_cast<Movement::SplineBase::ControlArray*>(move_spline._Spline().allocateVisualPoints());
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visualPoints->resize(move_spline._Spline().getPointCount());
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// Xinef: Apply hover in creature movement packet
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std::copy(move_spline._Spline().getPoints(false).begin(), move_spline._Spline().getPoints(false).end(), visualPoints->begin());
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PacketBuilder::WriteMonsterMove(move_spline, data);
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unit->SendMessageToSet(&data, true);
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return move_spline.Duration();
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}
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void MoveSplineInit::Stop()
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{
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MoveSpline& move_spline = *unit->movespline;
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// No need to stop if we are not moving
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if (move_spline.Finalized())
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return;
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bool transport = unit->HasUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT) && unit->GetTransGUID();
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Location loc;
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if (move_spline.onTransport == transport)
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loc = move_spline.ComputePosition();
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else
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{
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Position const* pos;
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if (!transport)
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pos = unit;
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else
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pos = &unit->m_movementInfo.transport.pos;
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loc.x = pos->GetPositionX();
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loc.y = pos->GetPositionY();
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loc.z = pos->GetPositionZ();
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loc.orientation = unit->GetOrientation();
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}
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args.flags = MoveSplineFlag::Done;
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unit->m_movementInfo.RemoveMovementFlag(MOVEMENTFLAG_FORWARD | MOVEMENTFLAG_BACKWARD | MOVEMENTFLAG_SPLINE_ENABLED);
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move_spline.onTransport = transport;
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move_spline.Initialize(args);
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WorldPacket data(SMSG_MONSTER_MOVE, 64);
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data.append(unit->GetPackGUID());
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if (transport)
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{
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data.SetOpcode(SMSG_MONSTER_MOVE_TRANSPORT);
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data.appendPackGUID(unit->GetTransGUID());
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data << int8(unit->GetTransSeat());
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}
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PacketBuilder::WriteStopMovement(loc, args.splineId, data);
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unit->SendMessageToSet(&data, true);
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}
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MoveSplineInit::MoveSplineInit(Unit* m) : unit(m)
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{
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args.splineId = splineIdGen.NewId();
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args.TransformForTransport = unit->HasUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT) && unit->GetTransGUID();
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// mix existing state into new
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args.flags.walkmode = unit->m_movementInfo.HasMovementFlag(MOVEMENTFLAG_WALKING);
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args.flags.flying = unit->m_movementInfo.HasMovementFlag((MovementFlags)(MOVEMENTFLAG_CAN_FLY | MOVEMENTFLAG_DISABLE_GRAVITY));
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}
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void MoveSplineInit::SetFacing(const Unit* target)
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{
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args.flags.EnableFacingTarget();
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args.facing.target = target->GetGUID();
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}
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void MoveSplineInit::SetFacing(float angle)
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{
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if (args.TransformForTransport)
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{
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if (Unit* vehicle = unit->GetVehicleBase())
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angle -= vehicle->GetOrientation();
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else if (Transport* transport = unit->GetTransport())
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angle -= transport->GetOrientation();
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}
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args.facing.angle = G3D::wrap(angle, 0.f, (float)G3D::twoPi());
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args.flags.EnableFacingAngle();
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}
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void MoveSplineInit::MoveTo(const Vector3& dest, bool generatePath, bool forceDestination)
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{
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if (generatePath)
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{
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PathGenerator path(unit);
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bool result = path.CalculatePath(dest.x, dest.y, dest.z, forceDestination);
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if (result && !(path.GetPathType() & PATHFIND_NOPATH))
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{
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MovebyPath(path.GetPath());
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return;
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}
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}
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args.path_Idx_offset = 0;
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args.path.resize(2);
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TransportPathTransform transform(unit, args.TransformForTransport);
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args.path[1] = transform(dest);
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}
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Vector3 TransportPathTransform::operator()(Vector3 input)
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{
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if (_transformForTransport)
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if (TransportBase* transport = _owner->GetDirectTransport())
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transport->CalculatePassengerOffset(input.x, input.y, input.z);
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return input;
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}
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}
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