Core/Movement: Added functions to MoveSplineInit to enable steering flag
Port From (https://github.com/TrinityCore/TrinityCore/commit/cf4c3b5467fde04f53636443a7a8b392aa527cf5)
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@@ -57,6 +57,6 @@ namespace Framework.Constants
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MaskNoMonsterMove = Done,
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// Unused, not suported flags
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MaskUnused = NoSpline | EnterCycle | Frozen | Unknown_0x8 | Unknown_0x100 | Unknown_0x20000 | Unknown_0x40000
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| Unknown_0x800000 | Unknown_0x1000000 | FadeObject | Steering | UnlimitedSpeed | Unknown_0x40000000 | Unknown_0x80000000
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| Unknown_0x800000 | Unknown_0x1000000 | FadeObject | UnlimitedSpeed | Unknown_0x40000000 | Unknown_0x80000000
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}
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}
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@@ -33,6 +33,7 @@ namespace Game.Movement
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public void EnableCatmullRom() { Flags = (Flags & ~SplineFlag.SmoothGroundPath) | SplineFlag.Catmullrom; }
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public void EnableTransportEnter() { Flags = (Flags & ~SplineFlag.TransportExit) | SplineFlag.TransportEnter; }
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public void EnableTransportExit() { Flags = (Flags & ~SplineFlag.TransportEnter) | SplineFlag.TransportExit; }
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public void EnableSteering() { Flags = (Flags & ~SplineFlag.SmoothGroundPath) | SplineFlag.Steering; }
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public SplineFlag Flags;
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public byte animTier;
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@@ -23,8 +23,8 @@ namespace Game.Movement
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args.flags.SetUnsetFlag(SplineFlag.CanSwim, unit.CanSwim());
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args.walk = unit.HasUnitMovementFlag(MovementFlag.Walking);
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args.flags.SetUnsetFlag(SplineFlag.Flying, unit.HasUnitMovementFlag(MovementFlag.CanFly | MovementFlag.DisableGravity));
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args.flags.SetUnsetFlag(SplineFlag.SmoothGroundPath, true); // enabled by default, CatmullRom mode or client config "pathSmoothing" will disable this
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args.flags.SetUnsetFlag(SplineFlag.Steering, unit.HasNpcFlag2(NPCFlags2.Steering));
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args.flags.SetUnsetFlag(SplineFlag.SmoothGroundPath, !args.flags.HasFlag(SplineFlag.Flying) && !args.flags.HasFlag(SplineFlag.Steering)); // enabled by default, CatmullRom mode or client config "pathSmoothing" will disable this
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}
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UnitMoveType SelectSpeedType(MovementFlag moveFlags)
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@@ -60,7 +60,7 @@ namespace Game.Movement
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MoveSpline move_spline = unit.MoveSpline;
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bool transport = !unit.GetTransGUID().IsEmpty();
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Vector4 real_position = new();
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Vector4 real_position = new();
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// there is a big chance that current position is unknown if current state is not finalized, need compute it
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// this also allows calculate spline position and update map position in much greater intervals
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// Don't compute for transport movement if the unit is in a motion between two transports
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@@ -203,7 +203,7 @@ namespace Game.Movement
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args.facing.f = new Vector3(finalSpot.X, finalSpot.Y, finalSpot.Z);
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args.facing.type = MonsterMoveType.FacingSpot;
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}
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public void SetFacing(float x, float y, float z)
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{
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SetFacing(new Vector3(x, y, z));
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@@ -282,6 +282,8 @@ namespace Game.Movement
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public void SetOrientationFixed(bool enable) { args.flags.SetUnsetFlag(SplineFlag.OrientationFixed, enable); }
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public void SetSteering() { args.flags.EnableSteering(); }
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public void SetUnlimitedSpeed() { args.flags.SetUnsetFlag(SplineFlag.UnlimitedSpeed, true); }
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public void MovebyPath(Vector3[] controls, int path_offset = 0)
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