Some refactoring of code. and some cleanups
This commit is contained in:
@@ -79,7 +79,7 @@ namespace Game.Movement
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// currently moving, update location
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owner.AddUnitState(UnitState.ConfusedMove);
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if (owner.moveSpline.Finalized())
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if (owner.MoveSpline.Finalized())
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i_nextMoveTime.Reset(RandomHelper.IRand(800, 1500));
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}
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else
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@@ -161,7 +161,7 @@ namespace Game.Movement
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}
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i_nextCheckTime.Update(time_diff);
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if (i_nextCheckTime.Passed() && owner.moveSpline.Finalized())
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if (i_nextCheckTime.Passed() && owner.MoveSpline.Finalized())
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_setTargetLocation(owner);
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return true;
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@@ -44,7 +44,7 @@ namespace Game.AI
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public override bool DoUpdate(T owner, uint time_diff)
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{
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arrived = skipToHome || owner.moveSpline.Finalized();
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arrived = skipToHome || owner.MoveSpline.Finalized();
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return !arrived;
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}
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@@ -31,7 +31,7 @@ namespace Game.Movement
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public override void Reset(Unit owner)
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{
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if (!owner.isStopped())
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if (!owner.IsStopped())
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owner.StopMoving();
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}
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public override void Initialize(Unit owner)
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@@ -75,12 +75,12 @@ namespace Game.Movement
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{
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public override void targetObjectBuildLink()
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{
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getTarget().addFollower(this);
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getTarget().AddFollower(this);
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}
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public override void targetObjectDestroyLink()
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{
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getTarget().removeFollower(this);
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getTarget().RemoveFollower(this);
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}
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public override void sourceObjectDestroyLink()
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@@ -20,7 +20,6 @@ using Framework.GameMath;
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using Game.Entities;
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using Game.Maps;
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using System;
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using System.Linq;
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namespace Game.Movement
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{
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@@ -61,7 +61,7 @@ namespace Game.Movement
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// Call for creature group update
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Creature creature = owner.ToCreature();
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if (creature != null)
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if (creature.GetFormation() != null && creature.GetFormation().getLeader() == creature)
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if (creature.GetFormation() != null && creature.GetFormation().GetLeader() == creature)
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creature.GetFormation().LeaderMoveTo(i_x, i_y, i_z);
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}
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@@ -78,7 +78,7 @@ namespace Game.Movement
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owner.AddUnitState(UnitState.RoamingMove);
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if (id != EventId.ChargePrepath && i_recalculateSpeed && !owner.moveSpline.Finalized())
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if (id != EventId.ChargePrepath && i_recalculateSpeed && !owner.MoveSpline.Finalized())
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{
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i_recalculateSpeed = false;
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MoveSplineInit init = new MoveSplineInit(owner);
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@@ -90,11 +90,11 @@ namespace Game.Movement
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// Call for creature group update
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Creature creature = owner.ToCreature();
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if (creature != null)
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if (creature.GetFormation() != null && creature.GetFormation().getLeader() == creature)
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if (creature.GetFormation() != null && creature.GetFormation().GetLeader() == creature)
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creature.GetFormation().LeaderMoveTo(i_x, i_y, i_z);
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}
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return !owner.moveSpline.Finalized();
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return !owner.MoveSpline.Finalized();
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}
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public override void DoFinalize(T owner)
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@@ -102,7 +102,7 @@ namespace Game.Movement
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if (!owner.HasUnitState(UnitState.Charging))
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owner.ClearUnitState(UnitState.Roaming | UnitState.RoamingMove);
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if (owner.moveSpline.Finalized())
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if (owner.MoveSpline.Finalized())
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MovementInform(owner);
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}
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@@ -160,7 +160,7 @@ namespace Game.Movement
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// Does almost nothing - just doesn't allows previous movegen interrupt current effect.
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public class EffectMovementGenerator : IMovementGenerator
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{
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public EffectMovementGenerator(uint Id, uint arrivalSpellId = 0, ObjectGuid arrivalSpellTargetGuid = default(ObjectGuid))
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public EffectMovementGenerator(uint Id, uint arrivalSpellId = 0, ObjectGuid arrivalSpellTargetGuid = default)
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{
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_Id = Id;
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_arrivalSpellId = arrivalSpellId;
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@@ -191,7 +191,7 @@ namespace Game.Movement
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public override bool Update(Unit owner, uint time_diff)
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{
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return !owner.moveSpline.Finalized();
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return !owner.MoveSpline.Finalized();
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}
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public override void Initialize(Unit owner) { }
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@@ -75,7 +75,7 @@ namespace Game.Movement
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return true;
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}
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if (creature.moveSpline.Finalized())
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if (creature.MoveSpline.Finalized())
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{
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i_nextMoveTime.Update((int)diff);
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if (i_nextMoveTime.Passed())
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@@ -167,7 +167,7 @@ namespace Game.Movement
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init.Launch();
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//Call for creature group update
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if (creature.GetFormation() != null && creature.GetFormation().getLeader() == creature)
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if (creature.GetFormation() != null && creature.GetFormation().GetLeader() == creature)
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creature.GetFormation().LeaderMoveTo(destX, destY, destZ);
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}
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@@ -20,7 +20,6 @@ using Framework.GameMath;
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using Game.Entities;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Game.Movement
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{
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@@ -131,7 +130,7 @@ namespace Game.Movement
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// _msToNext being zero here means we're on the final spline
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if (_msToNext == 0)
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{
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finished = me.moveSpline.Finalized();
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finished = me.MoveSpline.Finalized();
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return !finished;
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}
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@@ -158,14 +157,14 @@ namespace Game.Movement
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{
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if (_nextIndex == 0)
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return new SplineChainResumeInfo(_id, _chain, _walk, 0, 0, _msToNext);
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if (me.moveSpline.Finalized())
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if (me.MoveSpline.Finalized())
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{
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if (_nextIndex < _chainSize)
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return new SplineChainResumeInfo(_id, _chain, _walk, _nextIndex, 0, 1u);
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else
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return new SplineChainResumeInfo();
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}
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return new SplineChainResumeInfo(_id, _chain, _walk, (byte)(_nextIndex - 1), (byte)(me.moveSpline._currentSplineIdx()), _msToNext);
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return new SplineChainResumeInfo(_id, _chain, _walk, (byte)(_nextIndex - 1), (byte)(me.MoveSpline._currentSplineIdx()), _msToNext);
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}
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public override void Reset(Unit owner) { }
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@@ -66,7 +66,7 @@ namespace Game.Movement
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// prevent movement while casting spells with cast time or channel time
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if (owner.IsMovementPreventedByCasting())
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{
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if (!owner.isStopped())
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if (!owner.IsStopped())
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owner.StopMoving();
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return true;
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}
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@@ -91,8 +91,8 @@ namespace Game.Movement
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else
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allowed_dist = owner.GetCombatReach() + WorldConfig.GetFloatValue(WorldCfg.RateTargetPosRecalculationRange);
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Vector3 dest = owner.moveSpline.FinalDestination();
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if (owner.moveSpline.onTransport)
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Vector3 dest = owner.MoveSpline.FinalDestination();
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if (owner.MoveSpline.onTransport)
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{
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float o = 0;
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ITransport transport = owner.GetDirectTransport();
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@@ -115,7 +115,7 @@ namespace Game.Movement
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if (recalculateTravel || targetMoved)
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_setTargetLocation(owner, targetMoved);
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if (owner.moveSpline.Finalized())
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if (owner.MoveSpline.Finalized())
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{
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MovementInform(owner);
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if (angle == 0.0f && !owner.HasInArc(0.01f, target))
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@@ -147,7 +147,7 @@ namespace Game.Movement
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if (owner.IsMovementPreventedByCasting())
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return;
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if (owner.IsTypeId(TypeId.Unit) && !target.isInAccessiblePlaceFor(owner.ToCreature()))
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if (owner.IsTypeId(TypeId.Unit) && !target.IsInAccessiblePlaceFor(owner.ToCreature()))
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{
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owner.ToCreature().SetCannotReachTarget(true);
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return;
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@@ -84,7 +84,7 @@ namespace Game.Movement
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if (creature.IsStopped())
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Stop(WorldConfig.GetIntValue(WorldCfg.CreatureStopForPlayer));
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else if (creature.moveSpline.Finalized())
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else if (creature.MoveSpline.Finalized())
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{
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OnArrived(creature);
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return StartMove(creature);
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@@ -226,7 +226,7 @@ namespace Game.Movement
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init.Launch();
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//Call for creature group update
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if (creature.GetFormation() != null && creature.GetFormation().getLeader() == creature)
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if (creature.GetFormation() != null && creature.GetFormation().GetLeader() == creature)
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{
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creature.SetWalk(node.moveType != WaypointMoveType.Run);
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creature.GetFormation().LeaderMoveTo(formationDest.posX, formationDest.posY, formationDest.posZ);
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@@ -358,9 +358,9 @@ namespace Game.Movement
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owner.Dismount();
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owner.RemoveUnitFlag(UnitFlags.RemoveClientControl | UnitFlags.TaxiFlight);
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if (owner.m_taxi.empty())
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if (owner.m_taxi.Empty())
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{
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owner.getHostileRefManager().setOnlineOfflineState(true);
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owner.GetHostileRefManager().setOnlineOfflineState(true);
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// update z position to ground and orientation for landing point
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// this prevent cheating with landing point at lags
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// when client side flight end early in comparison server side
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@@ -374,7 +374,7 @@ namespace Game.Movement
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public override void DoReset(Player owner)
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{
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owner.getHostileRefManager().setOnlineOfflineState(false);
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owner.GetHostileRefManager().setOnlineOfflineState(false);
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owner.AddUnitState(UnitState.InFlight);
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owner.AddUnitFlag(UnitFlags.RemoveClientControl | UnitFlags.TaxiFlight);
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@@ -397,7 +397,7 @@ namespace Game.Movement
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public override bool DoUpdate(Player player, uint time_diff)
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{
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uint pointId = (uint)player.moveSpline.currentPathIdx();
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uint pointId = (uint)player.MoveSpline.currentPathIdx();
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if (pointId > i_currentNode)
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{
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bool departureEvent = true;
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