Core/EscortAI: std::chrono-ify AddWaypoint
(cherry picked from commit 4b9fdc5d3d1278269aaf218cea94f23688e4bca1)
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@@ -252,7 +252,7 @@ void EscortAI::UpdateEscortAI(uint32 /*diff*/)
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DoMeleeAttackIfReady();
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DoMeleeAttackIfReady();
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}
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}
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void EscortAI::AddWaypoint(uint32 id, float x, float y, float z, float orientation/* = 0*/, uint32 waitTime/* = 0*/)
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void EscortAI::AddWaypoint(uint32 id, float x, float y, float z, float orientation/* = 0*/, Milliseconds waitTime/* = 0s*/)
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{
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{
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Trinity::NormalizeMapCoord(x);
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Trinity::NormalizeMapCoord(x);
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Trinity::NormalizeMapCoord(y);
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Trinity::NormalizeMapCoord(y);
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@@ -264,7 +264,7 @@ void EscortAI::AddWaypoint(uint32 id, float x, float y, float z, float orientati
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waypoint.z = z;
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waypoint.z = z;
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waypoint.orientation = orientation;
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waypoint.orientation = orientation;
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waypoint.moveType = _running ? WAYPOINT_MOVE_TYPE_RUN : WAYPOINT_MOVE_TYPE_WALK;
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waypoint.moveType = _running ? WAYPOINT_MOVE_TYPE_RUN : WAYPOINT_MOVE_TYPE_WALK;
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waypoint.delay = waitTime;
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waypoint.delay = waitTime.count();
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waypoint.eventId = 0;
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waypoint.eventId = 0;
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waypoint.eventChance = 100;
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waypoint.eventChance = 100;
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_path.nodes.push_back(std::move(waypoint));
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_path.nodes.push_back(std::move(waypoint));
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@@ -48,7 +48,7 @@ struct TC_GAME_API EscortAI : public ScriptedAI
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void UpdateAI(uint32 diff) override; // the "internal" update, calls UpdateEscortAI()
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void UpdateAI(uint32 diff) override; // the "internal" update, calls UpdateEscortAI()
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virtual void UpdateEscortAI(uint32 diff); // used when it's needed to add code in update (abilities, scripted events, etc)
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virtual void UpdateEscortAI(uint32 diff); // used when it's needed to add code in update (abilities, scripted events, etc)
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void AddWaypoint(uint32 id, float x, float y, float z, float orientation = 0.f, uint32 waitTime = 0); // waitTime is in ms
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void AddWaypoint(uint32 id, float x, float y, float z, float orientation = 0.f, Milliseconds waitTime = 0s);
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void Start(bool isActiveAttacker = true, bool run = false, ObjectGuid playerGUID = ObjectGuid::Empty, Quest const* quest = nullptr, bool instantRespawn = false, bool canLoopPath = false, bool resetWaypoints = true);
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void Start(bool isActiveAttacker = true, bool run = false, ObjectGuid playerGUID = ObjectGuid::Empty, Quest const* quest = nullptr, bool instantRespawn = false, bool canLoopPath = false, bool resetWaypoints = true);
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void SetRun(bool on = true);
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void SetRun(bool on = true);
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