Core/Refactor: Part 4
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@@ -232,10 +232,9 @@ namespace Game.AI
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{
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uint entry = result.Read<uint>(0);
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uint id = result.Read<uint>(1);
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float x, y, z;
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x = result.Read<float>(2);
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y = result.Read<float>(3);
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z = result.Read<float>(4);
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float x = result.Read<float>(2);
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float y = result.Read<float>(3);
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float z = result.Read<float>(4);
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if (last_entry != entry)
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{
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@@ -1194,11 +1194,10 @@ namespace Game.AI
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Position pos = obj.GetPosition();
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// Use forward/backward/left/right cartesian plane movement
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float x, y, z, o;
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o = pos.GetOrientation();
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x = (float)(pos.GetPositionX() + (Math.Cos(o - (Math.PI / 2)) * e.Target.x) + (Math.Cos(o) * e.Target.y));
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y = (float)(pos.GetPositionY() + (Math.Sin(o - (Math.PI / 2)) * e.Target.x) + (Math.Sin(o) * e.Target.y));
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z = pos.GetPositionZ() + e.Target.z;
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float o = pos.GetOrientation();
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float x = (float)(pos.GetPositionX() + (Math.Cos(o - (Math.PI / 2)) * e.Target.x) + (Math.Cos(o) * e.Target.y));
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float y = (float)(pos.GetPositionY() + (Math.Sin(o - (Math.PI / 2)) * e.Target.x) + (Math.Sin(o) * e.Target.y));
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float z = pos.GetPositionZ() + e.Target.z;
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obj.ToCreature().GetMotionMaster().MovePoint(EventId.SmartRandomPoint, x, y, z);
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}
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}
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