Code style (game + scripts only):
"if(" --> "if ("
--HG--
branch : trunk
This commit is contained in:
@@ -32,17 +32,17 @@ template<class T>
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void
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FleeingMovementGenerator<T>::_setTargetLocation(T &owner)
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{
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if( !&owner )
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if ( !&owner )
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return;
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if( owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED) )
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if ( owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED) )
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return;
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if(!_setMoveData(owner))
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if (!_setMoveData(owner))
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return;
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float x, y, z;
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if(!_getPoint(owner, x, y, z))
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if (!_getPoint(owner, x, y, z))
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return;
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owner.addUnitState(UNIT_STAT_FLEEING | UNIT_STAT_ROAMING);
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@@ -53,7 +53,7 @@ FleeingMovementGenerator<T>::_setTargetLocation(T &owner)
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template<>
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bool FleeingMovementGenerator<Creature>::GetDestination(float &x, float &y, float &z) const
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{
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if(i_destinationHolder.HasArrived())
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if (i_destinationHolder.HasArrived())
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return false;
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i_destinationHolder.GetDestination(x, y, z);
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@@ -70,7 +70,7 @@ 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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{
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if(!&owner)
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if (!&owner)
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return false;
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x = owner.GetPositionX();
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@@ -82,7 +82,7 @@ FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float &z)
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//primitive path-finding
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for (uint8 i = 0; i < 18; ++i)
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{
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if(i_only_forward && i > 2)
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if (i_only_forward && i > 2)
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break;
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float distance = 5.0f;
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@@ -161,11 +161,11 @@ FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float &z)
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temp_y = y + distance * sin(angle);
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Trinity::NormalizeMapCoord(temp_x);
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Trinity::NormalizeMapCoord(temp_y);
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if( owner.IsWithinLOS(temp_x,temp_y,z))
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if ( owner.IsWithinLOS(temp_x,temp_y,z))
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{
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bool is_water_now = _map->IsInWater(x,y,z);
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if(is_water_now && _map->IsInWater(temp_x,temp_y,z))
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if (is_water_now && _map->IsInWater(temp_x,temp_y,z))
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{
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x = temp_x;
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y = temp_y;
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@@ -173,19 +173,19 @@ FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float &z)
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}
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float new_z = _map->GetHeight(temp_x,temp_y,z,true);
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if(new_z <= INVALID_HEIGHT)
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if (new_z <= INVALID_HEIGHT)
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continue;
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bool is_water_next = _map->IsInWater(temp_x,temp_y,new_z);
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if((is_water_now && !is_water_next && !is_land_ok) || (!is_water_now && is_water_next && !is_water_ok))
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if ((is_water_now && !is_water_next && !is_land_ok) || (!is_water_now && is_water_next && !is_water_ok))
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continue;
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if( !(new_z - z) || distance / fabs(new_z - z) > 1.0f)
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if ( !(new_z - z) || distance / fabs(new_z - z) > 1.0f)
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{
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float new_z_left = _map->GetHeight(temp_x + 1.0f*cos(angle+M_PI/2),temp_y + 1.0f*sin(angle+M_PI/2),z,true);
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float new_z_right = _map->GetHeight(temp_x + 1.0f*cos(angle-M_PI/2),temp_y + 1.0f*sin(angle-M_PI/2),z,true);
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if(fabs(new_z_left - new_z) < 1.2f && fabs(new_z_right - new_z) < 1.2f)
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if (fabs(new_z_left - new_z) < 1.2f && fabs(new_z_right - new_z) < 1.2f)
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{
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x = temp_x;
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y = temp_y;
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@@ -206,9 +206,9 @@ 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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if(i_to_distance_from_caster > 0.0f)
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if (i_to_distance_from_caster > 0.0f)
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{
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if((i_last_distance_from_caster > i_to_distance_from_caster && cur_dist_xyz < i_to_distance_from_caster) ||
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if ((i_last_distance_from_caster > i_to_distance_from_caster && cur_dist_xyz < i_to_distance_from_caster) ||
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// if we reach lower distance
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(i_last_distance_from_caster > i_to_distance_from_caster && cur_dist_xyz > i_last_distance_from_caster) ||
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// if we can't be close
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@@ -236,10 +236,10 @@ FleeingMovementGenerator<T>::_setMoveData(T &owner)
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Unit * fright = ObjectAccessor::GetUnit(owner, i_frightGUID);
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if(fright)
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if (fright)
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{
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cur_dist = fright->GetDistance(&owner);
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if(cur_dist < cur_dist_xyz)
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if (cur_dist < cur_dist_xyz)
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{
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i_caster_x = fright->GetPositionX();
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i_caster_y = fright->GetPositionY();
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@@ -264,18 +264,18 @@ FleeingMovementGenerator<T>::_setMoveData(T &owner)
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//get angle and 'distance from caster' to run
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float angle;
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if(i_cur_angle == 0.0f && i_last_distance_from_caster == 0.0f) //just started, first time
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if (i_cur_angle == 0.0f && i_last_distance_from_caster == 0.0f) //just started, first time
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{
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angle = rand_norm()*(1.0f - cur_dist/MIN_QUIET_DISTANCE) * M_PI/3 + rand_norm()*M_PI*2/3;
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i_to_distance_from_caster = MIN_QUIET_DISTANCE;
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i_only_forward = true;
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}
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else if(cur_dist < MIN_QUIET_DISTANCE)
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else if (cur_dist < MIN_QUIET_DISTANCE)
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{
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angle = M_PI/6 + rand_norm()*M_PI*2/3;
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i_to_distance_from_caster = cur_dist*2/3 + rand_norm()*(MIN_QUIET_DISTANCE - cur_dist*2/3);
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}
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else if(cur_dist > MAX_QUIET_DISTANCE)
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else if (cur_dist > MAX_QUIET_DISTANCE)
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{
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angle = rand_norm()*M_PI/3 + M_PI*2/3;
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i_to_distance_from_caster = MIN_QUIET_DISTANCE + 2.5f + rand_norm()*(MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE - 2.5f);
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@@ -299,7 +299,7 @@ template<class T>
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void
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FleeingMovementGenerator<T>::Initialize(T &owner)
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{
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if(!&owner)
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if (!&owner)
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return;
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_Init(owner);
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@@ -309,7 +309,7 @@ FleeingMovementGenerator<T>::Initialize(T &owner)
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owner.SetUInt64Value(UNIT_FIELD_TARGET, 0);
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owner.RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
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if(Unit * fright = ObjectAccessor::GetUnit(owner, i_frightGUID))
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if (Unit * fright = ObjectAccessor::GetUnit(owner, i_frightGUID))
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{
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i_caster_x = fright->GetPositionX();
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i_caster_y = fright->GetPositionY();
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@@ -333,7 +333,7 @@ template<>
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void
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FleeingMovementGenerator<Creature>::_Init(Creature &owner)
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{
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if(!&owner)
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if (!&owner)
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return;
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is_water_ok = owner.canSwim();
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@@ -354,7 +354,7 @@ FleeingMovementGenerator<T>::Finalize(T &owner)
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{
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owner.RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING);
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owner.clearUnitState(UNIT_STAT_FLEEING | UNIT_STAT_ROAMING);
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if(owner.GetTypeId() == TYPEID_UNIT && owner.getVictim())
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if (owner.GetTypeId() == TYPEID_UNIT && owner.getVictim())
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owner.SetUInt64Value(UNIT_FIELD_TARGET, owner.getVictim()->GetGUID());
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}
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@@ -369,16 +369,16 @@ 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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{
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if( !&owner || !owner.isAlive() )
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if ( !&owner || !owner.isAlive() )
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return false;
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if( owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED) )
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if ( owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED) )
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return true;
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Traveller<T> traveller(owner);
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i_nextCheckTime.Update(time_diff);
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if( (owner.IsStopped() && !i_destinationHolder.HasArrived()) || !i_destinationHolder.HasDestination() )
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if ( (owner.IsStopped() && !i_destinationHolder.HasArrived()) || !i_destinationHolder.HasDestination() )
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{
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_setTargetLocation(owner);
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return true;
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@@ -387,7 +387,7 @@ FleeingMovementGenerator<T>::Update(T &owner, const uint32 & time_diff)
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if (i_destinationHolder.UpdateTraveller(traveller, time_diff))
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{
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i_destinationHolder.ResetUpdate(50);
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if(i_nextCheckTime.Passed() && i_destinationHolder.HasArrived())
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if (i_nextCheckTime.Passed() && i_destinationHolder.HasArrived())
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{
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_setTargetLocation(owner);
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return true;
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@@ -427,10 +427,10 @@ void TimedFleeingMovementGenerator::Finalize(Unit &owner)
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bool TimedFleeingMovementGenerator::Update(Unit & owner, const uint32 & time_diff)
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{
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if( !owner.isAlive() )
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if ( !owner.isAlive() )
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return false;
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if( owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED) )
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if ( owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED) )
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return true;
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i_totalFleeTime.Update(time_diff);
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