Core/Misc: movement cleanup
Port From (https://github.com/TrinityCore/TrinityCore/commit/4793b073eec2af32622ff703911721100730e868)
This commit is contained in:
@@ -97,10 +97,11 @@ namespace Game.AI
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return new NullCreatureAI(creature);
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}
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public static IMovementGenerator SelectMovementAI(Creature creature)
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public static IMovementGenerator SelectMovementAI(Unit unit)
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{
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MovementGeneratorType type = MovementGeneratorType.Idle;
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if (creature.GetPlayerMovingMe() == null)
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MovementGeneratorType type = unit.GetDefaultMovementType();
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Creature creature = unit.ToCreature();
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if (creature != null && creature.GetPlayerMovingMe() == null)
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type = creature.GetDefaultMovementType();
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return type switch
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@@ -3189,7 +3189,7 @@ namespace Game.Entities
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public void SetNoSearchAssistance(bool val) { m_AlreadySearchedAssistance = val; }
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public bool HasSearchedAssistance() { return m_AlreadySearchedAssistance; }
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public MovementGeneratorType GetDefaultMovementType() { return DefaultMovementType; }
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public override MovementGeneratorType GetDefaultMovementType() { return DefaultMovementType; }
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public void SetDefaultMovementType(MovementGeneratorType mgt) { DefaultMovementType = mgt; }
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public long GetRespawnTime() { return m_respawnTime; }
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@@ -150,6 +150,11 @@ namespace Game.Entities
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public float GetSpeedRate(UnitMoveType mtype) { return m_speed_rate[(int)mtype]; }
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public virtual MovementGeneratorType GetDefaultMovementType()
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{
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return MovementGeneratorType.Idle;
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}
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public void StopMoving()
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{
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ClearUnitState(UnitState.Moving);
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@@ -523,10 +528,9 @@ namespace Game.Entities
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if (creature.HasUnitTypeMask(UnitTypeMask.Minion) && !creature.IsInCombat())
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{
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var top = creature.GetMotionMaster().TopOrNull();
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if (top != null && top.GetMovementGeneratorType() == MovementGeneratorType.Follow)
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if (GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Follow)
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{
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Unit followed = ((AbstractFollower)top).GetTarget();
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Unit followed = ((AbstractFollower)GetMotionMaster().Top()).GetTarget();
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if (followed != null && followed.GetGUID() == GetOwnerGUID() && !followed.IsInCombat())
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{
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float ownerSpeed = followed.GetSpeedRate(mtype);
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@@ -3319,7 +3319,7 @@ namespace Game
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data.phaseGroup = result.Read<uint>(25);
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data.terrainSwapMap = result.Read<int>(26);
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data.ScriptId = GetScriptId(result.Read<string>(27));
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data.spawnGroupData = _spawnGroupDataStorage[IsTransportMap(data.spawnPoint.GetMapId()) ? 1 : 0]; // transport spawns default to compatibility group
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data.spawnGroupData = _spawnGroupDataStorage[IsTransportMap(data.spawnPoint.GetMapId()) ? 1 : 0u]; // transport spawns default to compatibility group
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var mapEntry = CliDB.MapStorage.LookupByKey(data.spawnPoint.GetMapId());
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if (mapEntry == null)
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@@ -4063,7 +4063,7 @@ namespace Game
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data.rotation.Z = result.Read<float>(9);
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data.rotation.W = result.Read<float>(10);
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data.spawntimesecs = result.Read<int>(11);
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data.spawnGroupData = _spawnGroupDataStorage[IsTransportMap(data.spawnPoint.GetMapId()) ? 1 : 0]; // transport spawns default to compatibility group
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data.spawnGroupData = _spawnGroupDataStorage[IsTransportMap(data.spawnPoint.GetMapId()) ? 1 : 0u]; // transport spawns default to compatibility group
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var mapEntry = CliDB.MapStorage.LookupByKey(data.spawnPoint.GetMapId());
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if (mapEntry == null)
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@@ -49,6 +49,7 @@ namespace Game.Movement
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{
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owner.AddUnitState(UnitState.Chase);
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owner.SetWalk(false);
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_path = null;
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}
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public bool Update(Unit owner, uint diff)
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@@ -187,18 +188,18 @@ namespace Game.Movement
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cOwner.SetCannotReachTarget(false);
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}
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public MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Chase; }
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public void Reset(Unit owner) { Initialize(owner); }
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public MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Chase; }
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public void UnitSpeedChanged() { _lastTargetPosition.Relocate(0.0f, 0.0f, 0.0f); }
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static bool IsMutualChase(Unit owner, Unit target)
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{
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IMovementGenerator gen = target.GetMotionMaster().TopOrNull();
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if (gen == null || gen.GetMovementGeneratorType() != MovementGeneratorType.Chase)
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if (target.GetMotionMaster().GetCurrentMovementGeneratorType() != MovementGeneratorType.Chase)
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return false;
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return ((ChaseMovementGenerator)gen).GetTarget() == owner;
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return ((ChaseMovementGenerator)target.GetMotionMaster().Top()).GetTarget() == owner;
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}
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static bool PositionOkay(Unit owner, Unit target, float? minDistance, float? maxDistance, ChaseAngle? angle)
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@@ -39,6 +39,7 @@ namespace Game.Movement
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_timer.Reset(0);
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_reference = owner.GetPosition();
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_path = null;
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}
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public override void DoReset(T owner)
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@@ -55,6 +56,7 @@ namespace Game.Movement
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{
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_interrupt = true;
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owner.StopMoving();
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_path = null;
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return true;
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}
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else
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@@ -73,9 +75,11 @@ namespace Game.Movement
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owner.MovePositionToFirstCollision(destination, distance, angle);
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if (_path == null)
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{
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_path = new PathGenerator(owner);
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_path.SetPathLengthLimit(30.0f);
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}
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_path.SetPathLengthLimit(30.0f);
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bool result = _path.CalculatePath(destination.GetPositionX(), destination.GetPositionY(), destination.GetPositionZ());
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if (!result || _path.GetPathType().HasAnyFlag(PathType.NoPath))
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{
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@@ -40,6 +40,7 @@ namespace Game.Movement
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owner.AddUnitFlag(UnitFlags.Fleeing);
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owner.AddUnitState(UnitState.Fleeing);
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SetTargetLocation(owner);
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_path = null;
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}
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public override void DoReset(T owner)
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@@ -56,6 +57,7 @@ namespace Game.Movement
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{
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_interrupt = true;
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owner.StopMoving();
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_path = null;
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return true;
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}
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else
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@@ -94,6 +96,7 @@ namespace Game.Movement
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{
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_interrupt = true;
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owner.StopMoving();
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_path = null;
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return;
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}
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@@ -110,9 +113,11 @@ namespace Game.Movement
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}
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if (_path == null)
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{
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_path = new PathGenerator(owner);
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_path.SetPathLengthLimit(30.0f);
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}
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_path.SetPathLengthLimit(30.0f);
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bool result = _path.CalculatePath(destination.GetPositionX(), destination.GetPositionY(), destination.GetPositionZ());
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if (!result || _path.GetPathType().HasAnyFlag(PathType.NoPath))
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{
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@@ -218,6 +223,11 @@ namespace Game.Movement
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return base.Update(owner, diff);
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}
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public override MovementGeneratorType GetMovementGeneratorType()
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{
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return MovementGeneratorType.TimedFleeing;
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}
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TimeTracker _totalFleeTime;
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}
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}
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@@ -44,6 +44,7 @@ namespace Game.Movement
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{
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owner.AddUnitState(UnitState.Follow);
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UpdatePetSpeed(owner);
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_path = null;
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}
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public bool Update(Unit owner, uint diff)
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@@ -55,14 +55,17 @@ namespace Game.Movement
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DoInitialize((T)owner);
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IsActive = true;
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}
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public virtual void Finalize(Unit owner)
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{
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DoFinalize((T)owner);
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}
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public virtual void Reset(Unit owner)
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{
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DoReset((T)owner);
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}
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public virtual bool Update(Unit owner, uint diff)
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{
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return DoUpdate((T)owner, diff);
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@@ -43,6 +43,7 @@ namespace Game.Movement
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_wanderDistance = owner.GetRespawnRadius();
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_timer.Reset(0);
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_path = null;
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}
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public override void DoReset(Creature owner)
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@@ -59,6 +60,7 @@ namespace Game.Movement
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{
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_interrupt = true;
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owner.StopMoving();
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_path = null;
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return true;
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}
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else
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@@ -87,6 +89,7 @@ namespace Game.Movement
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{
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_interrupt = true;
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owner.StopMoving();
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_path = null;
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return;
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}
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@@ -100,9 +103,11 @@ namespace Game.Movement
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uint resetTimer = RandomHelper.randChance(50) ? RandomHelper.URand(5000, 10000) : RandomHelper.URand(1000, 2000);
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if (_path == null)
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{
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_path = new PathGenerator(owner);
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_path.SetPathLengthLimit(30.0f);
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}
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_path.SetPathLengthLimit(30.0f);
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bool result = _path.CalculatePath(position.GetPositionX(), position.GetPositionY(), position.GetPositionZ());
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if (!result || _path.GetPathType().HasAnyFlag(PathType.NoPath))
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{
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@@ -257,7 +257,7 @@ namespace Game.Movement
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// check if there is a wait time for the next movement
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if (!_nextMoveTime.Passed())
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{
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// dont update wait timer while moving
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// update timer since it's not moving
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_nextMoveTime.Update((int)diff);
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if (_nextMoveTime.Passed())
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{
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@@ -268,7 +268,7 @@ namespace Game.Movement
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else // if it's not moving and there is no timer, assume node is reached
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{
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OnArrived(creature); // hooks and wait timer reset (if necessary)
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_isArrivalDone = true; // signals that the next move will happen after reaching a node
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_isArrivalDone = true; // signals to future StartMove that it reached a node
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if (_nextMoveTime.Passed())
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StartMove(creature); // check path status, get next point and move if necessary & can
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@@ -35,7 +35,7 @@ namespace Game.Movement
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{
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_owner = me;
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_top = -1;
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_cleanFlag = MMCleanFlag.None;
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_cleanFlag = MotionMasterCleanFlag.None;
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for (byte i = 0; i < (int)MovementSlot.Max; ++i)
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{
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@@ -44,6 +44,12 @@ namespace Game.Movement
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}
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}
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public IMovementGenerator Top()
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{
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Cypher.Assert(!Empty());
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return _slot[_top];
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}
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public void Initialize()
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{
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while (!Empty())
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@@ -61,7 +67,7 @@ namespace Game.Movement
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{
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if (_owner.IsTypeId(TypeId.Unit))
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{
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IMovementGenerator movement = AISelector.SelectMovementAI(_owner.ToCreature());
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IMovementGenerator movement = AISelector.SelectMovementAI(_owner);
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StartMovement(movement ?? staticIdleMovement, MovementSlot.Idle);
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}
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else
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@@ -75,14 +81,14 @@ namespace Game.Movement
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Cypher.Assert(!Empty());
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_cleanFlag |= MMCleanFlag.Update;
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_cleanFlag |= MotionMasterCleanFlag.Update;
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if (!Top().Update(_owner, diff))
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{
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_cleanFlag &= ~MMCleanFlag.Update;
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_cleanFlag &= ~MotionMasterCleanFlag.Update;
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MovementExpired();
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}
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else
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_cleanFlag &= ~MMCleanFlag.Update;
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_cleanFlag &= ~MotionMasterCleanFlag.Update;
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if (!_expireList.Empty())
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ClearExpireList();
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@@ -90,12 +96,12 @@ namespace Game.Movement
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public void Clear(bool reset = true)
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{
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if (Convert.ToBoolean(_cleanFlag & MMCleanFlag.Update))
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if (Convert.ToBoolean(_cleanFlag & MotionMasterCleanFlag.Update))
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{
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if (reset)
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_cleanFlag |= MMCleanFlag.Reset;
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_cleanFlag |= MotionMasterCleanFlag.Reset;
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else
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_cleanFlag &= ~MMCleanFlag.Reset;
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_cleanFlag &= ~MotionMasterCleanFlag.Reset;
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DelayedClean();
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}
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else
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@@ -107,7 +113,7 @@ namespace Game.Movement
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if (Empty() || slot >= MovementSlot.Max)
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return;
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if (_cleanFlag.HasAnyFlag(MMCleanFlag.Update))
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if (_cleanFlag.HasAnyFlag(MotionMasterCleanFlag.Update))
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DelayedClean(slot);
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else
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DirectClean(slot);
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@@ -115,12 +121,12 @@ namespace Game.Movement
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public void MovementExpired(bool reset = true)
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{
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if (Convert.ToBoolean(_cleanFlag & MMCleanFlag.Update))
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if (Convert.ToBoolean(_cleanFlag & MotionMasterCleanFlag.Update))
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{
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if (reset)
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_cleanFlag |= MMCleanFlag.Reset;
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_cleanFlag |= MotionMasterCleanFlag.Reset;
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else
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_cleanFlag &= ~MMCleanFlag.Reset;
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_cleanFlag &= ~MotionMasterCleanFlag.Reset;
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DelayedExpire();
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}
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else
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@@ -130,7 +136,11 @@ namespace Game.Movement
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public MovementGeneratorType GetCurrentMovementGeneratorType()
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{
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if (Empty())
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return MovementGeneratorType.Idle;
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return MovementGeneratorType.Max;
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IMovementGenerator movement = Top();
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if (movement == null)
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return MovementGeneratorType.Max;
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return Top().GetMovementGeneratorType();
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}
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@@ -654,7 +664,7 @@ namespace Game.Movement
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if (curr != null)
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{
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_slot[(int)slot] = null; // in case a new one is generated in this slot during directdelete
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if (_top == (int)slot && Convert.ToBoolean(_cleanFlag & MMCleanFlag.Update))
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if (_top == (int)slot && Convert.ToBoolean(_cleanFlag & MotionMasterCleanFlag.Update))
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DelayedDelete(curr);
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else
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DirectDelete(curr);
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@@ -794,27 +804,16 @@ namespace Game.Movement
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Initialize();
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else if (NeedInitTop())
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InitTop();
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else if (_cleanFlag.HasAnyFlag(MMCleanFlag.Reset))
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else if (_cleanFlag.HasAnyFlag(MotionMasterCleanFlag.Reset))
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Top().Reset(_owner);
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_cleanFlag &= ~MMCleanFlag.Reset;
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_cleanFlag &= ~MotionMasterCleanFlag.Reset;
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}
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public bool Empty() { return (_top < 0); }
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int Size() { return _top + 1; }
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public IMovementGenerator TopOrNull()
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{
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return Empty() ? null : Top();
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}
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public IMovementGenerator Top()
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{
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Cypher.Assert(!Empty());
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return _slot[_top];
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}
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public static uint SplineId
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{
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get { return splineId++; }
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@@ -829,7 +828,7 @@ namespace Game.Movement
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Unit _owner { get; }
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IMovementGenerator[] _slot = new IMovementGenerator[(int)MovementSlot.Max];
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MMCleanFlag _cleanFlag;
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MotionMasterCleanFlag _cleanFlag;
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bool[] _initialize = new bool[(int)MovementSlot.Max];
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int _top;
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List<IMovementGenerator> _expireList = new();
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@@ -841,7 +840,7 @@ namespace Game.Movement
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public ObjectGuid Target;
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}
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enum MMCleanFlag
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enum MotionMasterCleanFlag
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{
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None = 0,
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Update = 1, // Clear or Expire called from update
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Reference in New Issue
Block a user