Core/Cleanup:
Mostly if(.. -> if (.. and for(.. -> for (.. but also some miscellaneous cleanup
This commit is contained in:
@@ -27,8 +27,7 @@
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#include "GridNotifiersImpl.h"
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#include "CellImpl.h"
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int
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TotemAI::Permissible(const Creature* creature)
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int TotemAI::Permissible(Creature const* creature)
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{
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if (creature->isTotem())
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return PERMIT_BASE_PROACTIVE;
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@@ -41,8 +40,7 @@ TotemAI::TotemAI(Creature* c) : CreatureAI(c), i_victimGuid(0)
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ASSERT(c->isTotem());
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}
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void
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TotemAI::MoveInLineOfSight(Unit*)
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void TotemAI::MoveInLineOfSight(Unit* /*who*/)
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{
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}
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@@ -51,8 +49,7 @@ void TotemAI::EnterEvadeMode()
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me->CombatStop(true);
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}
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void
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TotemAI::UpdateAI(const uint32 /*diff*/)
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void TotemAI::UpdateAI(uint32 const /*diff*/)
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{
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if (me->ToTotem()->GetTotemType() != TOTEM_ACTIVE)
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return;
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@@ -98,8 +95,7 @@ TotemAI::UpdateAI(const uint32 /*diff*/)
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i_victimGuid = 0;
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}
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void
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TotemAI::AttackStart(Unit*)
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void TotemAI::AttackStart(Unit* /*victim*/)
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{
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// Sentry totem sends ping on attack
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if (me->GetEntry() == SENTRY_TOTEM_ENTRY && me->GetOwner()->GetTypeId() == TYPEID_PLAYER)
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@@ -31,12 +31,12 @@ class TotemAI : public CreatureAI
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explicit TotemAI(Creature* c);
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void MoveInLineOfSight(Unit*);
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void AttackStart(Unit*);
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void MoveInLineOfSight(Unit* who);
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void AttackStart(Unit* victim);
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void EnterEvadeMode();
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void UpdateAI(const uint32);
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static int Permissible(const Creature*);
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void UpdateAI(uint32 const diff);
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static int Permissible(Creature const* creature);
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private:
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uint64 i_victimGuid;
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@@ -82,7 +82,7 @@ namespace FactorySelector
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{
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const CreatureAICreator* factory = iter->second;
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const SelectableAI* p = dynamic_cast<const SelectableAI*>(factory);
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ASSERT(p != NULL);
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ASSERT(p);
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int val = p->Permit(creature);
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if (val > best_val)
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{
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@@ -102,7 +102,7 @@ namespace FactorySelector
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MovementGenerator* selectMovementGenerator(Creature* creature)
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{
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MovementGeneratorRegistry& mv_registry(*MovementGeneratorRepository::instance());
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ASSERT(creature->GetCreatureTemplate() != NULL);
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ASSERT(creature->GetCreatureTemplate());
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const MovementGeneratorCreator* mv_factory = mv_registry.GetRegistryItem(creature->GetDefaultMovementType());
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/* if (mv_factory == NULL)
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@@ -1494,7 +1494,7 @@ uint32 Unit::CalcArmorReducedDamage(Unit* victim, const uint32 damage, SpellInfo
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}
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else
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{
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if (ToPlayer() && ToPlayer()->HasItemFitToSpellRequirements((*itr)->GetSpellInfo()))
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if (ToPlayer()->HasItemFitToSpellRequirements((*itr)->GetSpellInfo()))
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bonusPct += (*itr)->GetAmount();
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}
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}
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@@ -1504,6 +1504,7 @@ uint32 Unit::CalcArmorReducedDamage(Unit* victim, const uint32 damage, SpellInfo
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maxArmorPen = float(400 + 85 * victim->getLevel());
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else
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maxArmorPen = 400 + 85 * victim->getLevel() + 4.5f * 85 * (victim->getLevel() - 59);
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// Cap armor penetration to this number
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maxArmorPen = std::min((armor + maxArmorPen) / 3, armor);
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// Figure out how much armor do we ignore
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@@ -96,26 +96,26 @@ void MapManager::checkAndCorrectGridStatesArray()
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Map* MapManager::CreateBaseMap(uint32 id)
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{
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Map* m = FindBaseMap(id);
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Map* map = FindBaseMap(id);
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if (m == NULL)
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if (map == NULL)
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{
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TRINITY_GUARD(ACE_Thread_Mutex, Lock);
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const MapEntry* entry = sMapStore.LookupEntry(id);
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if (entry && entry->Instanceable())
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{
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m = new MapInstanced(id, i_gridCleanUpDelay);
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map = new MapInstanced(id, i_gridCleanUpDelay);
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}
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else
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{
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m = new Map(id, i_gridCleanUpDelay, 0, REGULAR_DIFFICULTY);
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map = new Map(id, i_gridCleanUpDelay, 0, REGULAR_DIFFICULTY);
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}
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i_maps[id] = m;
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i_maps[id] = map;
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}
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ASSERT(m != NULL);
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return m;
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ASSERT(map);
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return map;
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}
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Map* MapManager::FindBaseNonInstanceMap(uint32 mapId) const
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@@ -410,7 +410,7 @@ enum SpellAttr3
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enum SpellAttr4
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{
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SPELL_ATTR4_IGNORE_RESISTANCES = 0x00000001, // 0 spells with this attribute will completely ignore the target resistances (theese spells cant be resisted)
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SPELL_ATTR4_IGNORE_RESISTANCES = 0x00000001, // 0 spells with this attribute will completely ignore the target's resistance (these spells can't be resisted)
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SPELL_ATTR4_PROC_ONLY_ON_CASTER = 0x00000002, // 1 proc only on effects with TARGET_UNIT_CASTER?
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SPELL_ATTR4_UNK2 = 0x00000004, // 2
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SPELL_ATTR4_UNK3 = 0x00000008, // 3
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@@ -28,8 +28,7 @@
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#define MAX_QUIET_DISTANCE 43.0f
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template<class T>
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void
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FleeingMovementGenerator<T>::_setTargetLocation(T &owner)
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void FleeingMovementGenerator<T>::_setTargetLocation(T &owner)
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{
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if (!&owner)
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return;
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@@ -53,8 +52,7 @@ FleeingMovementGenerator<T>::_setTargetLocation(T &owner)
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}
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template<class T>
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bool
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FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float &z)
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bool FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float &z)
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{
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if (!&owner)
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return false;
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@@ -187,8 +185,7 @@ FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float &z)
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}
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template<class T>
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bool
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FleeingMovementGenerator<T>::_setMoveData(T &owner)
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bool FleeingMovementGenerator<T>::_setMoveData(T &owner)
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{
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float cur_dist_xyz = owner.GetDistance(i_caster_x, i_caster_y, i_caster_z);
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@@ -280,8 +277,7 @@ FleeingMovementGenerator<T>::_setMoveData(T &owner)
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}
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template<class T>
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void
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FleeingMovementGenerator<T>::Initialize(T &owner)
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void FleeingMovementGenerator<T>::Initialize(T &owner)
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{
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if (!&owner)
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return;
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@@ -312,8 +308,7 @@ FleeingMovementGenerator<T>::Initialize(T &owner)
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}
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template<>
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void
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FleeingMovementGenerator<Creature>::_Init(Creature &owner)
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void FleeingMovementGenerator<Creature>::_Init(Creature &owner)
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{
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if (!&owner)
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return;
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@@ -324,8 +319,7 @@ FleeingMovementGenerator<Creature>::_Init(Creature &owner)
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}
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template<>
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void
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FleeingMovementGenerator<Player>::_Init(Player &)
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void FleeingMovementGenerator<Player>::_Init(Player &)
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{
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is_water_ok = true;
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is_land_ok = true;
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@@ -354,8 +348,7 @@ void FleeingMovementGenerator<T>::Reset(T &owner)
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}
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template<class T>
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bool
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FleeingMovementGenerator<T>::Update(T &owner, const uint32 &time_diff)
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bool FleeingMovementGenerator<T>::Update(T &owner, const 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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@@ -22,8 +22,7 @@
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#include "MovementGenerator.h"
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template<class T>
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class FleeingMovementGenerator
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: public MovementGeneratorMedium< T, FleeingMovementGenerator<T> >
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class FleeingMovementGenerator : public MovementGeneratorMedium< T, FleeingMovementGenerator<T> >
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{
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public:
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FleeingMovementGenerator(uint64 fright) : i_frightGUID(fright), i_nextCheckTime(0) {}
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@@ -55,8 +54,7 @@ class FleeingMovementGenerator
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TimeTracker i_nextCheckTime;
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};
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class TimedFleeingMovementGenerator
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: public FleeingMovementGenerator<Creature>
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class TimedFleeingMovementGenerator : public FleeingMovementGenerator<Creature>
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{
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public:
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TimedFleeingMovementGenerator(uint64 fright, uint32 time) :
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@@ -27,8 +27,7 @@ template < class T >
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class HomeMovementGenerator;
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template <>
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class HomeMovementGenerator<Creature>
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: public MovementGeneratorMedium< Creature, HomeMovementGenerator<Creature> >
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class HomeMovementGenerator<Creature> : public MovementGeneratorMedium< Creature, HomeMovementGenerator<Creature> >
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{
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public:
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@@ -23,8 +23,7 @@
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#include "FollowerReference.h"
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template<class T>
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class PointMovementGenerator
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: public MovementGeneratorMedium< T, PointMovementGenerator<T> >
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class PointMovementGenerator : public MovementGeneratorMedium< T, PointMovementGenerator<T> >
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{
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public:
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PointMovementGenerator(uint32 _id, float _x, float _y, float _z, float _speed = 0.0f) : id(_id),
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@@ -46,8 +45,7 @@ class PointMovementGenerator
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float speed;
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};
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class AssistanceMovementGenerator
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: public PointMovementGenerator<Creature>
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class AssistanceMovementGenerator : public PointMovementGenerator<Creature>
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{
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public:
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AssistanceMovementGenerator(float _x, float _y, float _z) :
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@@ -127,8 +127,7 @@ void RandomMovementGenerator<Creature>::Initialize(Creature &creature)
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}
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template<>
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void
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RandomMovementGenerator<Creature>::Reset(Creature &creature)
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void RandomMovementGenerator<Creature>::Reset(Creature &creature)
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{
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Initialize(creature);
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}
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@@ -141,8 +140,7 @@ void RandomMovementGenerator<Creature>::Finalize(Creature &creature)
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}
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template<>
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bool
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RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 diff)
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bool RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 diff)
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{
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if (creature.HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DISTRACTED))
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{
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@@ -22,8 +22,7 @@
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#include "MovementGenerator.h"
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template<class T>
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class RandomMovementGenerator
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: public MovementGeneratorMedium< T, RandomMovementGenerator<T> >
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class RandomMovementGenerator : public MovementGeneratorMedium< T, RandomMovementGenerator<T> >
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{
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public:
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RandomMovementGenerator(float spawn_dist = 0.0f) : i_nextMoveTime(0), wander_distance(spawn_dist) {}
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@@ -34,8 +34,7 @@ class TargetedMovementGeneratorBase
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};
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template<class T, typename D>
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class TargetedMovementGeneratorMedium
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: public MovementGeneratorMedium< T, D >, public TargetedMovementGeneratorBase
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class TargetedMovementGeneratorMedium : public MovementGeneratorMedium< T, D >, public TargetedMovementGeneratorBase
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{
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protected:
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TargetedMovementGeneratorMedium(Unit &target, float offset, float angle) :
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@@ -58,8 +58,7 @@ template<class T>
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class WaypointMovementGenerator;
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template<>
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class WaypointMovementGenerator<Creature>
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: public MovementGeneratorMedium< Creature, WaypointMovementGenerator<Creature> >,
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class WaypointMovementGenerator<Creature> : public MovementGeneratorMedium< Creature, WaypointMovementGenerator<Creature> >,
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public PathMovementBase<Creature, WaypointPath const*>
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{
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public:
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@@ -110,8 +109,7 @@ public PathMovementBase<Creature, WaypointPath const*>
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/** FlightPathMovementGenerator generates movement of the player for the paths
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* and hence generates ground and activities for the player.
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*/
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class FlightPathMovementGenerator
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: public MovementGeneratorMedium< Player, FlightPathMovementGenerator >,
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class FlightPathMovementGenerator : public MovementGeneratorMedium< Player, FlightPathMovementGenerator >,
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public PathMovementBase<Player, TaxiPathNodeList const*>
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{
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public:
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