Core/Movement: remove redundant method MovementGenerator::NotifyAIOnFinalize and use existing Finalize - MovementInform implementation

Port From (https://github.com/TrinityCore/TrinityCore/commit/0e0deaefd4e84c8069f6249778774f605fc5e628)
This commit is contained in:
hondacrx
2022-05-26 20:08:35 -04:00
parent 20a4e31167
commit 558e976a5e
5 changed files with 13 additions and 17 deletions
+1 -6
View File
@@ -580,7 +580,7 @@ namespace Game.Movement
if (_owner.IsCreature())
{
if (time != 0)
Add(new TimedFleeingGenerator(enemy.GetGUID(), time));
Add(new TimedFleeingMovementGenerator(enemy.GetGUID(), time));
else
Add(new FleeingMovementGenerator<Creature>(enemy.GetGUID()));
}
@@ -1119,10 +1119,7 @@ namespace Game.Movement
{
case MovementSlot.Default:
if (_defaultGenerator != null)
{
_defaultGenerator.Finalize(_owner, _generators.Empty(), false);
_defaultGenerator.NotifyAIOnFinalize(_owner);
}
_defaultGenerator = movement;
if (IsStatic(movement))
@@ -1160,14 +1157,12 @@ namespace Game.Movement
void Delete(MovementGenerator movement, bool active, bool movementInform)
{
movement.Finalize(_owner, active, movementInform);
movement.NotifyAIOnFinalize(_owner);
ClearBaseUnitState(movement);
}
void DeleteDefault(bool active, bool movementInform)
{
_defaultGenerator.Finalize(_owner, active, movementInform);
_defaultGenerator.NotifyAIOnFinalize(_owner);
_defaultGenerator = GetIdleMovementGenerator();
AddFlag(MotionMasterFlags.StaticInitializationPending);
}