Some refactoring of code. and some cleanups
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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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