* Knockbacks with negative speeds will now be validated and processed.
* Creatures that cast knockback spells on themselves will use their orientation to determine the direction of movement.
* Remove unneccessary reserve in MoveSplineInitArgs constructor - MoveTo always resizes it
* Remove unused function computeDuration
* Split cyclic spline reinitialization to separate function
* Don't expose TransportPathTransform outside of MoveSplineInit
* Ensure function argument names are the same in declaration and definition
* Allow going backwards on a repeatable waypoint path (instead of going directly to first point)
* Allow triggering random movement on path ends
* Max duration of waypoint movement
* Skipping mmap usage
* Forced speed for whole path
* Forced run/walk for whole path
* This fixes inconsistent transport state detection for players exiting vehicles that are on transport (ICC gunship battle), fixes players being telerpoted to middle of nowhere on that fight
(cherry picked from commit b1a94bf94c500b64a5c4ae92642a95d048d9f392)
* Core/Movement: Add new flag MOVEMENTGENERATOR_FLAG_PERSIST_ON_DEATH
Add new flag MOVEMENTGENERATOR_FLAG_PERSIST_ON_DEATH to keep movement generators even after death.
Fixes#23095
Could replace ff26027453179448bb972d88a51e565d71e95f3f
* Core/Movement: reorder new method MotionMaster::StopOnDeath
* Core/Movement: reorder new method MotionMaster::StopOnDeath
* Keep MoveJump movement generator after death
Co-authored-by: ccrs <[email protected]>
(cherry picked from commit 9fe9dc087b4dc52af7897942a83c1f880d3a4ef8)
* creature knockbacks will no longer generate a full path but instead only use a destination point to reflect sniff data
* calculate the destination by using a mmap raycast instead of using a mmap path which had the chance of creating weird movements when GetNearPosition failed to get a proper collision point (knocking arround a tree for example or just somewhere it should not go at all)
(cherry picked from commit cfd63c350f5b01fd699903b17162b2f5167b1386)
* Core/AI: Make critters flee as soon as engaged in combat and make them evade after they stop running in fear
* Warning and no-pch build fix
(cherry picked from commit 6fde051e4e52d98d1a6cf31b8ad3fcf95e0e83fd)
* Core/Movement: Fix fleeing speed to 66% run speed
Fix fleeing speed to 66% run speed until the creature starts returning home
* Fix build
* Don't check speed type
* Don't apply speed reduction twice
* Fix no-pch (1st try)
* Make sure every spell focus is interrupted when seeking assistance
(cherry picked from commit 4ccf01de3947f50629c20192da3f99cb8c693b35)
Fix AssistanceMovementGenerator using 100% MOVE_RUN speed instead of 66% . Please note that the fleeing mechanic still has some open issues that this single commit doesn't fix
(cherry picked from commit 862d47394b8c879f42902f03ecd112b65ff631c2)