Core: Removed passing of integer types by const reference where possible
This commit is contained in:
@@ -37,11 +37,11 @@ class GameObjectAI
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virtual void InitializeAI() { Reset(); }
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virtual void Reset() {};
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virtual void Reset() { }
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// Pass parameters between AI
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virtual void DoAction(const int32 /*param = 0 */) {}
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virtual void SetGUID(const uint64& /*guid*/, int32 /*id = 0 */) {}
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virtual void SetGUID(uint64 /*guid*/, int32 /*id = 0 */) {}
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virtual uint64 GetGUID(int32 /*id = 0 */) { return 0; }
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static int Permissible(GameObject const* go);
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@@ -659,7 +659,7 @@ void Battlefield::RemovePlayerFromResurrectQueue(uint64 playerGuid)
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}
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}
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void Battlefield::SendAreaSpiritHealerQueryOpcode(Player* player, const uint64 &guid)
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void Battlefield::SendAreaSpiritHealerQueryOpcode(Player* player, uint64 guid)
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{
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WorldPacket data(SMSG_AREA_SPIRIT_HEALER_TIME, 12);
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uint32 time = m_LastResurectTimer; // resurrect every 30 seconds
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@@ -304,19 +304,19 @@ class Battlefield : public ZoneScript
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// Script-methods
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/// Called on start
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virtual void OnBattleStart() {};
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virtual void OnBattleStart() { }
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/// Called at the end of battle
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virtual void OnBattleEnd(bool /*endByTimer*/) {};
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virtual void OnBattleEnd(bool /*endByTimer*/) { }
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/// Called x minutes before battle start when player in zone are invite to join queue
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virtual void OnStartGrouping() {};
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virtual void OnStartGrouping() { }
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/// Called when a player accept to join the battle
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virtual void OnPlayerJoinWar(Player* /*player*/) {};
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virtual void OnPlayerJoinWar(Player* /*player*/) { }
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/// Called when a player leave the battle
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virtual void OnPlayerLeaveWar(Player* /*player*/) {};
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virtual void OnPlayerLeaveWar(Player* /*player*/) { }
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/// Called when a player leave battlefield zone
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virtual void OnPlayerLeaveZone(Player* /*player*/) {};
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virtual void OnPlayerLeaveZone(Player* /*player*/) { }
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/// Called when a player enter in battlefield zone
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virtual void OnPlayerEnterZone(Player* /*player*/) {};
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virtual void OnPlayerEnterZone(Player* /*player*/) { }
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WorldPacket BuildWarningAnnPacket(std::string const& msg);
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void SendWarningToAllInZone(uint32 entry);
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@@ -328,7 +328,7 @@ class Battlefield : public ZoneScript
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uint32 GetBattleId() { return m_BattleId; }
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void AskToLeaveQueue(Player* player);
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virtual void DoCompleteOrIncrementAchievement(uint32 /*achievement*/, Player* /*player*/, uint8 /*incrementNumber = 1*/) {};
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virtual void DoCompleteOrIncrementAchievement(uint32 /*achievement*/, Player* /*player*/, uint8 /*incrementNumber = 1*/) { }
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/// Send all worldstate data to all player in zone.
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virtual void SendInitWorldStatesToAll() = 0;
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@@ -337,7 +337,7 @@ class Battlefield : public ZoneScript
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/// Return if we can use mount in battlefield
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bool CanFlyIn() { return !m_isActive; }
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void SendAreaSpiritHealerQueryOpcode(Player* player, const uint64 & guid);
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void SendAreaSpiritHealerQueryOpcode(Player* player, uint64 guid);
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void StartBattle();
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void EndBattle(bool endByTimer);
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@@ -6190,7 +6190,7 @@ inline void CheckGOSpellId(GameObjectTemplate const* goInfo, uint32 dataN, uint3
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goInfo->entry, goInfo->type, N, dataN, dataN);
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}
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inline void CheckAndFixGOChairHeightId(GameObjectTemplate const* goInfo, uint32 const& dataN, uint32 N)
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inline void CheckAndFixGOChairHeightId(GameObjectTemplate const* goInfo, uint32& dataN, uint32 N)
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{
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if (dataN <= (UNIT_STAND_STATE_SIT_HIGH_CHAIR-UNIT_STAND_STATE_SIT_LOW_CHAIR))
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return;
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@@ -6199,7 +6199,7 @@ inline void CheckAndFixGOChairHeightId(GameObjectTemplate const* goInfo, uint32
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goInfo->entry, goInfo->type, N, dataN, UNIT_STAND_STATE_SIT_HIGH_CHAIR-UNIT_STAND_STATE_SIT_LOW_CHAIR);
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// prevent client and server unexpected work
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const_cast<uint32&>(dataN) = 0;
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dataN = 0;
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}
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inline void CheckGONoDamageImmuneId(GameObjectTemplate* goTemplate, uint32 dataN, uint32 N)
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@@ -534,7 +534,7 @@ enum SpellAttr7
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SPELL_ATTR7_REACTIVATE_AT_RESURRECT = 0x00000004, // 2 Paladin's auras and 65607 only.
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SPELL_ATTR7_IS_CHEAT_SPELL = 0x00000008, // 3 Cannot cast if caster doesn't have UnitFlag2 & UNIT_FLAG2_ALLOW_CHEAT_SPELLS
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SPELL_ATTR7_UNK4 = 0x00000010, // 4 Only 47883 (Soulstone Resurrection) and test spell.
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SPELL_ATTR7_SUMMON_TOTEM = 0x00000020, // 5 Only Shaman player totems.
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SPELL_ATTR7_SUMMON_TOTEM = 0x00000020, // 5 Only Shaman totems.
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SPELL_ATTR7_UNK6 = 0x00000040, // 6 Dark Surge, Surge of Light, Burning Breath triggers (boss spells).
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SPELL_ATTR7_UNK7 = 0x00000080, // 7 66218 (Launch) spell.
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SPELL_ATTR7_HORDE_ONLY = 0x00000100, // 8 Teleports, mounts and other spells.
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@@ -565,7 +565,7 @@ enum SpellAttr7
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enum SpellAttr8
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{
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SPELL_ATTR8_UNK0 = 0x00000001, // 0
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SPELL_ATTR8_CANT_MISS = 0x00000001, // 0
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SPELL_ATTR8_UNK1 = 0x00000002, // 1
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SPELL_ATTR8_UNK2 = 0x00000004, // 2
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SPELL_ATTR8_UNK3 = 0x00000008, // 3
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@@ -593,7 +593,7 @@ enum SpellAttr8
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SPELL_ATTR8_UNK25 = 0x02000000, // 25
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SPELL_ATTR8_RAID_MARKER = 0x04000000, // 26 probably spell no need learn to cast
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SPELL_ATTR8_UNK27 = 0x08000000, // 27
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SPELL_ATTR8_GUILD_PERKS = 0x10000000, // 28
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SPELL_ATTR8_NOT_IN_BG_OR_ARENA = 0x10000000, // 28 not allow to cast or deactivate currently active effect, not sure about Fast Track
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SPELL_ATTR8_MASTERY = 0x20000000, // 29
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SPELL_ATTR8_UNK30 = 0x40000000, // 30
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SPELL_ATTR8_UNK31 = 0x80000000 // 31
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@@ -605,7 +605,7 @@ enum SpellAttr9
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SPELL_ATTR9_UNK1 = 0x00000002, // 1
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SPELL_ATTR9_RESTRICTED_FLIGHT_AREA = 0x00000004, // 2 Dalaran and Wintergrasp flight area auras have it
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SPELL_ATTR9_UNK3 = 0x00000008, // 3
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SPELL_ATTR9_UNK4 = 0x00000010, // 4
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SPELL_ATTR9_SPECIAL_DELAY_CALCULATION = 0x00000010, // 4
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SPELL_ATTR9_SUMMON_PLAYER_TOTEM = 0x00000020, // 5
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SPELL_ATTR9_UNK6 = 0x00000040, // 6
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SPELL_ATTR9_UNK7 = 0x00000080, // 7
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@@ -38,7 +38,7 @@ class MovementGenerator
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virtual void Reset(Unit &) = 0;
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virtual bool Update(Unit &, const uint32& time_diff) = 0;
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virtual bool Update(Unit &, uint32 time_diff) = 0;
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virtual MovementGeneratorType GetMovementGeneratorType() = 0;
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@@ -64,7 +64,7 @@ class MovementGeneratorMedium : public MovementGenerator
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//u->AssertIsType<T>();
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(static_cast<D*>(this))->DoReset(*((T*)&u));
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}
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bool Update(Unit &u, const uint32& time_diff)
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bool Update(Unit &u, uint32 time_diff)
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{
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//u->AssertIsType<T>();
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return (static_cast<D*>(this))->DoUpdate(*((T*)&u), time_diff);
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@@ -109,7 +109,7 @@ void ConfusedMovementGenerator<T>::DoReset(T &unit)
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}
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template<class T>
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bool ConfusedMovementGenerator<T>::DoUpdate(T &unit, const uint32 &diff)
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bool ConfusedMovementGenerator<T>::DoUpdate(T &unit, uint32 diff)
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{
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if (unit.HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DISTRACTED))
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return true;
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@@ -168,6 +168,6 @@ template void ConfusedMovementGenerator<Player>::DoInitialize(Player &player);
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template void ConfusedMovementGenerator<Creature>::DoInitialize(Creature &creature);
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template void ConfusedMovementGenerator<Player>::DoReset(Player &player);
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template void ConfusedMovementGenerator<Creature>::DoReset(Creature &creature);
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template bool ConfusedMovementGenerator<Player>::DoUpdate(Player &player, const uint32 &diff);
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template bool ConfusedMovementGenerator<Creature>::DoUpdate(Creature &creature, const uint32 &diff);
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template bool ConfusedMovementGenerator<Player>::DoUpdate(Player &player, uint32 diff);
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template bool ConfusedMovementGenerator<Creature>::DoUpdate(Creature &creature, uint32 diff);
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@@ -33,7 +33,7 @@ class ConfusedMovementGenerator : public MovementGeneratorMedium< T, ConfusedMov
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void DoInitialize(T &);
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void DoFinalize(T &);
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void DoReset(T &);
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bool DoUpdate(T &, const uint32 &);
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bool DoUpdate(T &, uint32);
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MovementGeneratorType GetMovementGeneratorType() { return CONFUSED_MOTION_TYPE; }
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private:
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@@ -354,7 +354,7 @@ void FleeingMovementGenerator<T>::DoReset(T &owner)
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}
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template<class T>
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bool FleeingMovementGenerator<T>::DoUpdate(T &owner, const uint32 &time_diff)
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bool FleeingMovementGenerator<T>::DoUpdate(T &owner, uint32 time_diff)
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{
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if (!&owner || !owner.isAlive())
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return false;
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@@ -381,8 +381,8 @@ template void FleeingMovementGenerator<Player>::_setTargetLocation(Player &);
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template void FleeingMovementGenerator<Creature>::_setTargetLocation(Creature &);
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template void FleeingMovementGenerator<Player>::DoReset(Player &);
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template void FleeingMovementGenerator<Creature>::DoReset(Creature &);
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template bool FleeingMovementGenerator<Player>::DoUpdate(Player &, const uint32 &);
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template bool FleeingMovementGenerator<Creature>::DoUpdate(Creature &, const uint32 &);
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template bool FleeingMovementGenerator<Player>::DoUpdate(Player &, uint32);
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template bool FleeingMovementGenerator<Creature>::DoUpdate(Creature &, uint32);
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void TimedFleeingMovementGenerator::Finalize(Unit &owner)
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{
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@@ -398,7 +398,7 @@ void TimedFleeingMovementGenerator::Finalize(Unit &owner)
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}
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}
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bool TimedFleeingMovementGenerator::Update(Unit & owner, const uint32& time_diff)
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bool TimedFleeingMovementGenerator::Update(Unit & owner, uint32 time_diff)
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{
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if (!owner.isAlive())
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return false;
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@@ -413,7 +413,7 @@ bool TimedFleeingMovementGenerator::Update(Unit & owner, const uint32& time_diff
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if (i_totalFleeTime.Passed())
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return false;
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// This calls grant-parent Update method hiden by FleeingMovementGenerator::Update(Creature &, const uint32 &) version
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// This calls grant-parent Update method hiden by FleeingMovementGenerator::Update(Creature &, uint32) version
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// This is done instead of casting Unit& to Creature& and call parent method, then we can use Unit directly
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return MovementGeneratorMedium< Creature, FleeingMovementGenerator<Creature> >::Update(owner, time_diff);
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}
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@@ -30,7 +30,7 @@ class FleeingMovementGenerator : public MovementGeneratorMedium< T, FleeingMovem
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void DoInitialize(T &);
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void DoFinalize(T &);
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void DoReset(T &);
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bool DoUpdate(T &, const uint32 &);
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bool DoUpdate(T &, uint32);
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MovementGeneratorType GetMovementGeneratorType() { return FLEEING_MOTION_TYPE; }
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@@ -62,7 +62,7 @@ class TimedFleeingMovementGenerator : public FleeingMovementGenerator<Creature>
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i_totalFleeTime(time) {}
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MovementGeneratorType GetMovementGeneratorType() { return TIMED_FLEEING_MOTION_TYPE; }
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bool Update(Unit &, const uint32&);
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bool Update(Unit &, uint32);
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void Finalize(Unit &);
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private:
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@@ -48,7 +48,7 @@ void RotateMovementGenerator::Initialize(Unit& owner)
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owner.AttackStop();
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}
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bool RotateMovementGenerator::Update(Unit& owner, const uint32& diff)
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bool RotateMovementGenerator::Update(Unit& owner, uint32 diff)
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{
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float angle = owner.GetOrientation();
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if (m_direction == ROTATE_DIRECTION_LEFT)
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@@ -89,7 +89,7 @@ void DistractMovementGenerator::Finalize(Unit& owner)
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owner.ClearUnitState(UNIT_STATE_DISTRACTED);
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}
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bool DistractMovementGenerator::Update(Unit& /*owner*/, const uint32& time_diff)
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bool DistractMovementGenerator::Update(Unit& /*owner*/, uint32 time_diff)
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{
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if (time_diff > m_timer)
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return false;
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@@ -28,7 +28,7 @@ class IdleMovementGenerator : public MovementGenerator
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void Initialize(Unit &);
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void Finalize(Unit &) { }
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void Reset(Unit &);
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bool Update(Unit &, const uint32&) { return true; }
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bool Update(Unit &, uint32) { return true; }
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MovementGeneratorType GetMovementGeneratorType() { return IDLE_MOTION_TYPE; }
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};
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@@ -42,7 +42,7 @@ class RotateMovementGenerator : public MovementGenerator
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void Initialize(Unit& owner);
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void Finalize(Unit& owner);
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void Reset(Unit& owner) { Initialize(owner); }
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bool Update(Unit& owner, const uint32& time_diff);
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bool Update(Unit& owner, uint32 time_diff);
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MovementGeneratorType GetMovementGeneratorType() { return ROTATE_MOTION_TYPE; }
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private:
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@@ -58,7 +58,7 @@ class DistractMovementGenerator : public MovementGenerator
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void Initialize(Unit& owner);
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void Finalize(Unit& owner);
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void Reset(Unit& owner) { Initialize(owner); }
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bool Update(Unit& owner, const uint32& time_diff);
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bool Update(Unit& owner, uint32 time_diff);
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MovementGeneratorType GetMovementGeneratorType() { return DISTRACT_MOTION_TYPE; }
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private:
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@@ -42,7 +42,7 @@ void PointMovementGenerator<T>::DoInitialize(T &unit)
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}
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template<class T>
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bool PointMovementGenerator<T>::DoUpdate(T &unit, const uint32 & /*diff*/)
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bool PointMovementGenerator<T>::DoUpdate(T &unit, uint32 /*diff*/)
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{
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if (!&unit)
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return false;
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@@ -103,8 +103,8 @@ template void PointMovementGenerator<Player>::DoFinalize(Player&);
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template void PointMovementGenerator<Creature>::DoFinalize(Creature&);
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template void PointMovementGenerator<Player>::DoReset(Player&);
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template void PointMovementGenerator<Creature>::DoReset(Creature&);
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template bool PointMovementGenerator<Player>::DoUpdate(Player &, const uint32 &);
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template bool PointMovementGenerator<Creature>::DoUpdate(Creature&, const uint32 &);
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template bool PointMovementGenerator<Player>::DoUpdate(Player &, uint32);
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template bool PointMovementGenerator<Creature>::DoUpdate(Creature&, uint32);
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void AssistanceMovementGenerator::Finalize(Unit &unit)
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{
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@@ -114,7 +114,7 @@ void AssistanceMovementGenerator::Finalize(Unit &unit)
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unit.GetMotionMaster()->MoveSeekAssistanceDistract(sWorld->getIntConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_DELAY));
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}
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bool EffectMovementGenerator::Update(Unit &unit, const uint32&)
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bool EffectMovementGenerator::Update(Unit &unit, uint32)
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{
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return !unit.movespline->Finalized();
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}
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@@ -32,7 +32,7 @@ class PointMovementGenerator : public MovementGeneratorMedium< T, PointMovementG
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void DoInitialize(T &);
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void DoFinalize(T &);
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void DoReset(T &);
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bool DoUpdate(T &, const uint32 &);
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bool DoUpdate(T &, uint32);
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void MovementInform(T &);
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@@ -66,7 +66,7 @@ class EffectMovementGenerator : public MovementGenerator
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void Initialize(Unit &) {}
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void Finalize(Unit &unit);
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void Reset(Unit &) {}
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bool Update(Unit &u, const uint32&);
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bool Update(Unit &u, uint32);
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MovementGeneratorType GetMovementGeneratorType() { return EFFECT_MOTION_TYPE; }
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private:
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uint32 m_Id;
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@@ -120,7 +120,7 @@ void TargetedMovementGeneratorMedium<Creature,FollowMovementGenerator<Creature>
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}
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template<class T, typename D>
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bool TargetedMovementGeneratorMedium<T,D>::DoUpdate(T &owner, const uint32 & time_diff)
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bool TargetedMovementGeneratorMedium<T,D>::DoUpdate(T &owner, uint32 time_diff)
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{
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if (!i_target.isValid() || !i_target->IsInWorld())
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return false;
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@@ -306,10 +306,10 @@ template void TargetedMovementGeneratorMedium<Player,ChaseMovementGenerator<Play
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template void TargetedMovementGeneratorMedium<Player,FollowMovementGenerator<Player> >::_setTargetLocation(Player &);
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template void TargetedMovementGeneratorMedium<Creature,ChaseMovementGenerator<Creature> >::_setTargetLocation(Creature &);
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template void TargetedMovementGeneratorMedium<Creature,FollowMovementGenerator<Creature> >::_setTargetLocation(Creature &);
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template bool TargetedMovementGeneratorMedium<Player,ChaseMovementGenerator<Player> >::DoUpdate(Player &, const uint32 &);
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template bool TargetedMovementGeneratorMedium<Player,FollowMovementGenerator<Player> >::DoUpdate(Player &, const uint32 &);
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template bool TargetedMovementGeneratorMedium<Creature,ChaseMovementGenerator<Creature> >::DoUpdate(Creature &, const uint32 &);
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template bool TargetedMovementGeneratorMedium<Creature,FollowMovementGenerator<Creature> >::DoUpdate(Creature &, const uint32 &);
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template bool TargetedMovementGeneratorMedium<Player,ChaseMovementGenerator<Player> >::DoUpdate(Player &, uint32);
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template bool TargetedMovementGeneratorMedium<Player,FollowMovementGenerator<Player> >::DoUpdate(Player &, uint32);
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template bool TargetedMovementGeneratorMedium<Creature,ChaseMovementGenerator<Creature> >::DoUpdate(Creature &, uint32);
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template bool TargetedMovementGeneratorMedium<Creature,FollowMovementGenerator<Creature> >::DoUpdate(Creature &, uint32);
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template void ChaseMovementGenerator<Player>::_reachTarget(Player &);
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template void ChaseMovementGenerator<Creature>::_reachTarget(Creature &);
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@@ -46,7 +46,7 @@ class TargetedMovementGeneratorMedium : public MovementGeneratorMedium< T, D >,
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~TargetedMovementGeneratorMedium() {}
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public:
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bool DoUpdate(T &, const uint32 &);
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bool DoUpdate(T &, uint32);
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Unit* GetTarget() const { return i_target.getTarget(); }
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void unitSpeedChanged() { i_recalculateTravel=true; }
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@@ -130,7 +130,7 @@ bool WaypointMovementGenerator<Creature>::StartMove(Creature &creature)
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return true;
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}
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bool WaypointMovementGenerator<Creature>::DoUpdate(Creature &creature, const uint32 &diff)
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bool WaypointMovementGenerator<Creature>::DoUpdate(Creature &creature, uint32 diff)
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{
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// Waypoint movement can be switched on/off
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// This is quite handy for escort quests and other stuff
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@@ -243,7 +243,7 @@ void FlightPathMovementGenerator::DoReset(Player & player)
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init.Launch();
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}
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bool FlightPathMovementGenerator::DoUpdate(Player &player, const uint32& /*diff*/)
|
||||
bool FlightPathMovementGenerator::DoUpdate(Player &player, uint32 /*diff*/)
|
||||
{
|
||||
uint32 pointId = (uint32)player.movespline->currentPathIdx();
|
||||
if (pointId > i_currentNode)
|
||||
|
||||
@@ -68,7 +68,7 @@ class WaypointMovementGenerator<Creature> : public MovementGeneratorMedium< Crea
|
||||
void DoInitialize(Creature &);
|
||||
void DoFinalize(Creature &);
|
||||
void DoReset(Creature &);
|
||||
bool DoUpdate(Creature &, const uint32 &diff);
|
||||
bool DoUpdate(Creature &, uint32 diff);
|
||||
|
||||
void MovementInform(Creature &);
|
||||
|
||||
@@ -121,7 +121,7 @@ class FlightPathMovementGenerator : public MovementGeneratorMedium< Player, Flig
|
||||
void DoInitialize(Player &);
|
||||
void DoReset(Player &);
|
||||
void DoFinalize(Player &);
|
||||
bool DoUpdate(Player &, const uint32&);
|
||||
bool DoUpdate(Player &, uint32);
|
||||
MovementGeneratorType GetMovementGeneratorType() { return FLIGHT_MOTION_TYPE; }
|
||||
|
||||
TaxiPathNodeList const& GetPath() { return *i_path; }
|
||||
|
||||
Reference in New Issue
Block a user