Core/Movement: Allow overriding speed for taxi movement generator
Port From (https://github.com/TrinityCore/TrinityCore/commit/038f995ad6ce6a26f71367cae3eb7ae107527a18)
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@@ -14,8 +14,19 @@ namespace Game.Movement
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{
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public class FlightPathMovementGenerator : MovementGeneratorMedium<Player>
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{
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public FlightPathMovementGenerator()
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float? _speed;
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float _endGridX; //! X coord of last node location
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float _endGridY; //! Y coord of last node location
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uint _endMapId; //! map Id of last node location
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uint _preloadTargetNode; //! node index where preloading starts
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List<TaxiPathNodeRecord> _path = new();
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int _currentNode;
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List<TaxiNodeChangeInfo> _pointsForPathSwitch = new(); //! node indexes and costs where TaxiPath changes
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public FlightPathMovementGenerator(float? speed)
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{
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_speed = speed;
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Mode = MovementGeneratorMode.Default;
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Priority = MovementGeneratorPriority.Highest;
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Flags = MovementGeneratorFlags.InitializationPending;
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@@ -61,7 +72,7 @@ namespace Game.Movement
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init.SetSmooth();
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init.SetUncompressed();
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init.SetWalk(true);
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init.SetVelocity(30.0f);
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init.SetVelocity(_speed.GetValueOrDefault(30.0f));
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init.Launch();
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}
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@@ -312,15 +323,6 @@ namespace Game.Movement
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public uint GetCurrentNode() { return (uint)_currentNode; }
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float _endGridX; //! X coord of last node location
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float _endGridY; //! Y coord of last node location
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uint _endMapId; //! map Id of last node location
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uint _preloadTargetNode; //! node index where preloading starts
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List<TaxiPathNodeRecord> _path = new();
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int _currentNode;
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List<TaxiNodeChangeInfo> _pointsForPathSwitch = new(); //! node indexes and costs where TaxiPath changes
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class TaxiNodeChangeInfo
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{
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public TaxiNodeChangeInfo(uint pathIndex, long cost)
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