Core/Units: moved cyclic spline synchronization mechanic heartbeat handling
Port From (https://github.com/TrinityCore/TrinityCore/commit/c2fedbb6cc89510002e9f56751e7f8427e306487)
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@@ -1809,20 +1809,6 @@ namespace Game.Entities
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MoveSpline.UpdateState((int)diff);
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bool arrived = MoveSpline.Finalized();
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if (MoveSpline.IsCyclic())
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{
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splineSyncTimer.Update(diff);
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if (splineSyncTimer.Passed())
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{
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splineSyncTimer.Reset(5000); // Retail value, do not change
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FlightSplineSync flightSplineSync = new();
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flightSplineSync.Guid = GetGUID();
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flightSplineSync.SplineDist = (float)MoveSpline.TimePassed() / MoveSpline.Duration();
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SendMessageToSet(flightSplineSync, true);
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}
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}
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if (arrived)
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{
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DisableSpline();
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@@ -1860,6 +1846,17 @@ namespace Game.Entities
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UpdatePosition(loc.X, loc.Y, loc.Z, loc.W);
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}
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void SendFlightSplineSyncUpdate()
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{
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if (!MoveSpline.IsCyclic() || MoveSpline.Finalized())
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return;
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FlightSplineSync flightSplineSync = new();
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flightSplineSync.Guid = GetGUID();
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flightSplineSync.SplineDist = (float)MoveSpline.TimePassed() / MoveSpline.Duration();
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SendMessageToSet(flightSplineSync, true);
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}
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void InterruptMovementBasedAuras()
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{
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// TODO: Check if orientation transport offset changed instead of only global orientation
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