Core/Movement: Allow passing tier transition id (db2 id) to land/takeoff movement
Port From (https://github.com/TrinityCore/TrinityCore/commit/8bf3bc071ba0de9405f9e573541251d5fcd63cf3)
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@@ -1,9 +1,9 @@
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// Copyright (c) CypherCore <http://github.com/CypherCore> All rights reserved.
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// Licensed under the GNU GENERAL PUBLIC LICENSE. See LICENSE file in the project root for full license information.
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using Framework.Dynamic;
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using Game.DataStorage;
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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.Numerics;
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@@ -16,7 +16,7 @@ namespace Game.Movement
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path_Idx_offset = 0;
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velocity = 0.0f;
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parabolic_amplitude = 0.0f;
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time_perc = 0.0f;
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effect_start_time_percent = 0.0f;
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splineId = 0;
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initialOrientation = 0.0f;
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HasVelocity = false;
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@@ -30,7 +30,8 @@ namespace Game.Movement
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public float velocity;
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public float parabolic_amplitude;
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public float vertical_acceleration;
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public float time_perc;
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public float effect_start_time_percent; // fraction of total spline duration
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public TimeSpan effect_start_time; // absolute value
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public uint splineId;
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public float initialOrientation;
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public SpellEffectExtraData spellEffectExtra;
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@@ -59,7 +60,7 @@ namespace Game.Movement
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return false;
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if (!CHECK(velocity >= 0.01f, true))
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return false;
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if (!CHECK(time_perc >= 0.0f && time_perc <= 1.0f, true))
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if (!CHECK(effect_start_time_percent >= 0.0f && effect_start_time_percent <= 1.0f, true))
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return false;
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if (!CHECK(_checkPathLengths(), false))
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return false;
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