*Merge.
--HG-- branch : trunk
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@@ -53,8 +53,8 @@ TargetedMovementGenerator<T>::_setTargetLocation(T &owner)
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return;
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return;
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// prevent redundant micro-movement for pets, other followers.
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// prevent redundant micro-movement for pets, other followers.
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if(i_offset && i_target->IsWithinDistInMap(&owner,2*i_offset))
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//if(i_offset && i_target->IsWithinDistInMap(&owner,2*i_offset))
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return;
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// return;
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float x, y, z;
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float x, y, z;
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if(!i_offset)
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if(!i_offset)
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@@ -164,12 +164,14 @@ TargetedMovementGenerator<T>::Update(T &owner, const uint32 & time_diff)
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if (owner.GetObjectSize())
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if (owner.GetObjectSize())
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i_destinationHolder.ResetUpdate(50);
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i_destinationHolder.ResetUpdate(50);
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float dist = owner.GetCombatReach() + i_target.getTarget()->GetCombatReach() + sWorld.getRate(RATE_TARGET_POS_RECALCULATION_RANGE);
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//float dist = owner.GetCombatReach() + i_target.getTarget()->GetCombatReach() + sWorld.getRate(RATE_TARGET_POS_RECALCULATION_RANGE);
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//More distance let have better performance, less distance let have more sensitive reaction at target move.
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//More distance let have better performance, less distance let have more sensitive reaction at target move.
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// try to counter precision differences
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// try to counter precision differences
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if( i_destinationHolder.GetDistance2dFromDestSq(*i_target.getTarget()) >= dist * dist)
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//if( i_destinationHolder.GetDistance2dFromDestSq(*i_target.getTarget()) >= dist * dist)
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if(i_offset ? !i_target->IsWithinDistInMap(&owner,2*i_offset)
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: !i_target->IsWithinMeleeRange(&owner))
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{
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{
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owner.SetInFront(i_target.getTarget()); // Set new Angle For Map::
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owner.SetInFront(i_target.getTarget()); // Set new Angle For Map::
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_setTargetLocation(owner); //Calculate New Dest and Send data To Player
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_setTargetLocation(owner); //Calculate New Dest and Send data To Player
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