Core/Movement: Implement initializing parabolic splines using jump gravity instead of max parabolic height
Port From (https://github.com/TrinityCore/TrinityCore/commit/684cd9d9681466019dcd06ad6f994890cff8cb2e)
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@@ -70,8 +70,15 @@ namespace Game.Movement
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effect_start_time = (int)(Duration() * args.time_perc);
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if (args.flags.HasFlag(SplineFlag.Parabolic) && effect_start_time < Duration())
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{
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float f_duration = (float)TimeSpan.FromMilliseconds(Duration() - effect_start_time).TotalSeconds;
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vertical_acceleration = args.parabolic_amplitude * 8.0f / (f_duration * f_duration);
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if (args.parabolic_amplitude != 0.0f)
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{
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float f_duration = MSToSec((uint)(Duration() - effect_start_time));
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vertical_acceleration = args.parabolic_amplitude * 8.0f / (f_duration * f_duration);
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}
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else if (args.vertical_acceleration != 0.0f)
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{
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vertical_acceleration = args.vertical_acceleration;
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}
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}
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}
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}
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