Core/Movement: Migrate scripts using GetMotionMaster()->MoveSmoothPath to GetMotionMaster()->MovePath and kill it (they now have the same capabilities)

Port From (https://github.com/TrinityCore/TrinityCore/commit/dad976beb4f1a865e5df5d6f03da1d00d266e1fc)
This commit is contained in:
Hondacrx
2024-08-19 11:37:07 -04:00
parent a162bf0eb7
commit 5508d53db2
4 changed files with 383 additions and 344 deletions
-20
View File
@@ -906,26 +906,6 @@ namespace Game.Movement
Add(new GenericMovementGenerator(initializer, MovementGeneratorType.Effect, 0, new GenericMovementGeneratorArgs() { Duration = duration, ScriptResult = scriptResult }));
}
public void MoveSmoothPath(uint pointId, Vector3[] pathPoints, int pathSize, bool walk = false, bool fly = false)
{
var initializer = (MoveSplineInit init) =>
{
init.MovebyPath(pathPoints);
init.SetWalk(walk);
if (fly)
{
init.SetFly();
init.SetUncompressed();
init.SetSmooth();
}
};
// This code is not correct
// GenericMovementGenerator does not affect UNIT_STATE_ROAMING_MOVE
// need to call PointMovementGenerator with various pointIds
Add(new GenericMovementGenerator(initializer, MovementGeneratorType.Effect, pointId));
}
public void MoveAlongSplineChain(uint pointId, uint dbChainId, bool walk)
{
Creature owner = _owner.ToCreature();