*Fix build in Linux.
--HG-- branch : trunk
This commit is contained in:
@@ -31,24 +31,6 @@ template<class T>
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void
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void
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WaypointMovementGenerator<T>::Initialize(T &u){}
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WaypointMovementGenerator<T>::Initialize(T &u){}
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template<>
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void
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WaypointMovementGenerator<Creature>::Initialize(Creature &u)
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{
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u.StopMoving();
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if(!path_id)
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path_id = u.GetWaypointPath();
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waypoints = WaypointMgr.GetPath(path_id);
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if(waypoints && waypoints->size())
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{
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Traveller<Creature> traveller(u);
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node = *(waypoints->at(i_currentNode));
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InitTraveller(u,node);
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i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z);
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i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
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}
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}
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template<>
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template<>
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void
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void
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WaypointMovementGenerator<Creature>::Finalize(Creature &u){}
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WaypointMovementGenerator<Creature>::Finalize(Creature &u){}
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@@ -108,6 +90,24 @@ void WaypointMovementGenerator<Creature>::InitTraveller(Creature &unit, const Wa
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unit.addUnitState(UNIT_STAT_ROAMING);
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unit.addUnitState(UNIT_STAT_ROAMING);
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}
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}
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template<>
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void
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WaypointMovementGenerator<Creature>::Initialize(Creature &u)
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{
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u.StopMoving();
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if(!path_id)
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path_id = u.GetWaypointPath();
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waypoints = WaypointMgr.GetPath(path_id);
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if(waypoints && waypoints->size())
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{
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Traveller<Creature> traveller(u);
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node = *(waypoints->at(i_currentNode));
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InitTraveller(u,node);
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i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z);
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i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
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}
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}
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template<>
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template<>
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void WaypointMovementGenerator<Player>::InitTraveller(Player &unit, const WaypointData &node){}
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void WaypointMovementGenerator<Player>::InitTraveller(Player &unit, const WaypointData &node){}
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@@ -900,7 +900,7 @@ GM.StartLevel = 70
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# Visibility.Distance.Grey.Unit
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# Visibility.Distance.Grey.Unit
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# Visibility grey distance for creatures/players (fast changing objects)
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# Visibility grey distance for creatures/players (fast changing objects)
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# addition to appropriate object type Visibility.Distance.* use in case visibility removing to
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# addition to appropriate object type Visibility.Distance.* use in case visibility removing to
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# object (except corpse around distences) If � is distance and G is grey distance then object
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# object (except corpse around distences) If D is distance and G is grey distance then object
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# make visible if distance to it <= D but make non visible if distance > D+G
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# make visible if distance to it <= D but make non visible if distance > D+G
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# Default: 1 (yard)
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# Default: 1 (yard)
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#
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#
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