Revert Core/Movement: Smooth movement
Port From (https://github.com/TrinityCore/TrinityCore/commit/2caec4f4d20b4c0f91abbcc60b756e00838c7bdd)
This commit is contained in:
@@ -31,11 +31,10 @@ namespace Game.AI
|
||||
public npc_escortAI(Creature creature) : base(creature)
|
||||
{
|
||||
m_uiPlayerGUID = ObjectGuid.Empty;
|
||||
m_uiWPWaitTimer = 1000;
|
||||
m_uiPlayerCheckTimer = 0;
|
||||
m_uiWPWaitTimer = 2500;
|
||||
m_uiPlayerCheckTimer = 1000;
|
||||
m_uiEscortState = eEscortState.None;
|
||||
MaxPlayerDistance = 50;
|
||||
LastWP = 0;
|
||||
m_pQuestForEscort = null;
|
||||
m_bIsActiveAttacker = true;
|
||||
m_bIsRunning = false;
|
||||
@@ -45,8 +44,21 @@ namespace Game.AI
|
||||
DespawnAtFar = true;
|
||||
ScriptWP = false;
|
||||
HasImmuneToNPCFlags = false;
|
||||
m_bStarted = false;
|
||||
m_bEnded = false;
|
||||
}
|
||||
|
||||
public override void AttackStart(Unit target)
|
||||
{
|
||||
if (target == null)
|
||||
return;
|
||||
|
||||
if (me.Attack(target, true))
|
||||
{
|
||||
if (me.GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Point)
|
||||
me.GetMotionMaster().MovementExpired();
|
||||
|
||||
if (IsCombatMovementAllowed())
|
||||
me.GetMotionMaster().MoveChase(target);
|
||||
}
|
||||
}
|
||||
|
||||
//see followerAI
|
||||
@@ -89,15 +101,38 @@ namespace Game.AI
|
||||
|
||||
public override void MoveInLineOfSight(Unit who)
|
||||
{
|
||||
if (me.GetVictim())
|
||||
return;
|
||||
|
||||
if (me.HasReactState(ReactStates.Aggressive) && !me.HasUnitState(UnitState.Stunned) && who.isTargetableForAttack() && who.isInAccessiblePlaceFor(me))
|
||||
{
|
||||
if (HasEscortState(eEscortState.Escorting) && AssistPlayerInCombatAgainst(who))
|
||||
return;
|
||||
|
||||
if (me.CanStartAttack(who, false))
|
||||
AttackStart(who);
|
||||
if (!me.CanFly() && me.GetDistanceZ(who) > SharedConst.CreatureAttackRangeZ)
|
||||
return;
|
||||
|
||||
if (me.IsHostileTo(who))
|
||||
{
|
||||
float fAttackRadius = me.GetAttackDistance(who);
|
||||
if (me.IsWithinDistInMap(who, fAttackRadius) && me.IsWithinLOSInMap(who))
|
||||
{
|
||||
if (!me.GetVictim())
|
||||
{
|
||||
// Clear distracted state on combat
|
||||
if (me.HasUnitState(UnitState.Distracted))
|
||||
{
|
||||
me.ClearUnitState(UnitState.Distracted);
|
||||
me.GetMotionMaster().Clear();
|
||||
}
|
||||
|
||||
AttackStart(who);
|
||||
}
|
||||
else if (me.GetMap().IsDungeon())
|
||||
{
|
||||
who.SetInCombatWith(me);
|
||||
me.AddThreat(who, 0.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void JustDied(Unit killer)
|
||||
@@ -126,13 +161,13 @@ namespace Game.AI
|
||||
|
||||
public override void JustRespawned()
|
||||
{
|
||||
RemoveEscortState(eEscortState.Escorting | eEscortState.Returning | eEscortState.Paused);
|
||||
m_uiEscortState = eEscortState.None;
|
||||
|
||||
if (!IsCombatMovementAllowed())
|
||||
SetCombatMovement(true);
|
||||
|
||||
//add a small delay before going to first waypoint, normal in near all cases
|
||||
m_uiWPWaitTimer = 1000;
|
||||
m_uiWPWaitTimer = 2500;
|
||||
|
||||
if (me.GetFaction() != me.GetCreatureTemplate().Faction)
|
||||
me.RestoreFaction();
|
||||
@@ -142,7 +177,6 @@ namespace Game.AI
|
||||
|
||||
void ReturnToLastPoint()
|
||||
{
|
||||
me.SetWalk(false);
|
||||
me.GetMotionMaster().MovePoint(0xFFFFFF, me.GetHomePosition());
|
||||
}
|
||||
|
||||
@@ -193,75 +227,73 @@ namespace Game.AI
|
||||
|
||||
public override void UpdateAI(uint diff)
|
||||
{
|
||||
//Waypoint Updating
|
||||
if (HasEscortState(eEscortState.Escorting) && !me.GetVictim() && m_uiWPWaitTimer != 0 && !HasEscortState(eEscortState.Returning))
|
||||
{
|
||||
if (m_uiWPWaitTimer <= diff)
|
||||
{
|
||||
if (!HasEscortState(eEscortState.Paused))
|
||||
//End of the line
|
||||
if (WaypointList[CurrentWPIndex] == null)
|
||||
{
|
||||
m_uiWPWaitTimer = 0;
|
||||
|
||||
if (m_bEnded)
|
||||
if (DespawnAtEnd)
|
||||
{
|
||||
me.StopMoving();
|
||||
me.GetMotionMaster().Clear(false);
|
||||
me.GetMotionMaster().MoveIdle();
|
||||
Log.outDebug(LogFilter.Scripts, "EscortAI reached end of waypoints");
|
||||
|
||||
m_bEnded = false;
|
||||
|
||||
if (DespawnAtEnd)
|
||||
if (m_bCanReturnToStart)
|
||||
{
|
||||
Log.outDebug(LogFilter.Scripts, "EscortAI reached end of waypoints");
|
||||
float fRetX, fRetY, fRetZ;
|
||||
me.GetRespawnPosition(out fRetX, out fRetY, out fRetZ);
|
||||
|
||||
if (m_bCanReturnToStart)
|
||||
{
|
||||
float fRetX, fRetY, fRetZ;
|
||||
me.GetRespawnPosition(out fRetX, out fRetY, out fRetZ);
|
||||
me.GetMotionMaster().MovePoint(EscortPointIds.Home, fRetX, fRetY, fRetZ);
|
||||
|
||||
me.GetMotionMaster().MovePoint(EscortPointIds.Home, fRetX, fRetY, fRetZ);
|
||||
m_uiWPWaitTimer = 0;
|
||||
|
||||
Log.outDebug(LogFilter.Scripts, $"EscortAI are returning home to spawn location: {EscortPointIds.Home}, {fRetX}, {fRetY}, {fRetZ}");
|
||||
}
|
||||
else if (m_bCanInstantRespawn)
|
||||
{
|
||||
me.setDeathState(DeathState.JustDied);
|
||||
me.Respawn();
|
||||
}
|
||||
else
|
||||
me.DespawnOrUnsummon();
|
||||
Log.outDebug(LogFilter.Scripts, $"EscortAI are returning home to spawn location: {EscortPointIds.Home}, {fRetX}, {fRetY}, {fRetZ}");
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_bCanInstantRespawn)
|
||||
{
|
||||
me.setDeathState(DeathState.JustDied);
|
||||
me.Respawn();
|
||||
}
|
||||
else
|
||||
Log.outDebug(LogFilter.Scripts, "EscortAI reached end of waypoints with Despawn off");
|
||||
me.DespawnOrUnsummon();
|
||||
|
||||
RemoveEscortState(eEscortState.Escorting);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!m_bStarted)
|
||||
{
|
||||
m_bStarted = true;
|
||||
me.GetMotionMaster().MovePath(_path, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
WaypointMovementGenerator move = (WaypointMovementGenerator)me.GetMotionMaster().top();
|
||||
if (move != null)
|
||||
WaypointStart(move.GetCurrentNode());
|
||||
Log.outDebug(LogFilter.Scripts, "EscortAI reached end of waypoints with Despawn off");
|
||||
return;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (!HasEscortState(eEscortState.Paused))
|
||||
{
|
||||
var currentWp = WaypointList[CurrentWPIndex];
|
||||
me.GetMotionMaster().MovePoint(currentWp.Id, currentWp.X, currentWp.Y, currentWp.Z);
|
||||
Log.outDebug(LogFilter.Scripts, $"EscortAI start waypoint {currentWp.Id} ({currentWp.X}, {currentWp.Y}, {currentWp.Z}).");
|
||||
|
||||
WaypointStart(currentWp.Id);
|
||||
|
||||
m_uiWPWaitTimer = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
m_uiWPWaitTimer -= diff;
|
||||
}
|
||||
|
||||
//Check if player or any member of his group is within range
|
||||
if (HasEscortState(eEscortState.Escorting) && !m_uiPlayerGUID.IsEmpty() && !me.GetVictim() && !HasEscortState(eEscortState.Returning))
|
||||
{
|
||||
m_uiPlayerCheckTimer += diff;
|
||||
if (m_uiPlayerCheckTimer > 1000)
|
||||
if (m_uiPlayerCheckTimer <= diff)
|
||||
{
|
||||
if (DespawnAtFar && !IsPlayerOrGroupInRange())
|
||||
{
|
||||
Log.outDebug(LogFilter.Scripts, "EscortAI failed because player/group was to far away or not found");
|
||||
|
||||
if (m_bCanInstantRespawn)
|
||||
{
|
||||
me.setDeathState(DeathState.JustDied);
|
||||
@@ -273,8 +305,10 @@ namespace Game.AI
|
||||
return;
|
||||
}
|
||||
|
||||
m_uiPlayerCheckTimer = 0;
|
||||
m_uiPlayerCheckTimer = 1000;
|
||||
}
|
||||
else
|
||||
m_uiPlayerCheckTimer -= diff;
|
||||
}
|
||||
|
||||
UpdateEscortAI(diff);
|
||||
@@ -290,84 +324,53 @@ namespace Game.AI
|
||||
|
||||
public override void MovementInform(MovementGeneratorType moveType, uint pointId)
|
||||
{
|
||||
// no action allowed if there is no escort
|
||||
if (!HasEscortState(eEscortState.Escorting))
|
||||
if (moveType != MovementGeneratorType.Point || !HasEscortState(eEscortState.Escorting))
|
||||
return;
|
||||
|
||||
if (moveType == MovementGeneratorType.Point)
|
||||
//Combat start position reached, continue waypoint movement
|
||||
if (pointId == EscortPointIds.LastPoint)
|
||||
{
|
||||
Log.outDebug(LogFilter.Scripts, "EscortAI has returned to original position before combat");
|
||||
|
||||
me.SetWalk(!m_bIsRunning);
|
||||
RemoveEscortState(eEscortState.Returning);
|
||||
|
||||
if (m_uiWPWaitTimer == 0)
|
||||
m_uiWPWaitTimer = 1;
|
||||
|
||||
//Combat start position reached, continue waypoint movement
|
||||
if (pointId == EscortPointIds.LastPoint)
|
||||
{
|
||||
Log.outDebug(LogFilter.Scripts, "EscortAI has returned to original position before combat");
|
||||
|
||||
me.SetWalk(!m_bIsRunning);
|
||||
RemoveEscortState(eEscortState.Returning);
|
||||
}
|
||||
else if (pointId == EscortPointIds.Home)
|
||||
{
|
||||
Log.outDebug(LogFilter.Scripts, "EscortAI has returned to original home location and will continue from beginning of waypoint list.");
|
||||
|
||||
m_bStarted = false;
|
||||
}
|
||||
}
|
||||
else if (moveType == MovementGeneratorType.Waypoint)
|
||||
else if (pointId == EscortPointIds.Home)
|
||||
{
|
||||
//Call WP function
|
||||
WaypointReached(pointId);
|
||||
Log.outDebug(LogFilter.Scripts, "EscortAI has returned to original home location and will continue from beginning of waypoint list.");
|
||||
|
||||
//End of the line
|
||||
if (LastWP != 0 && LastWP == pointId)
|
||||
CurrentWPIndex = 0;
|
||||
m_uiWPWaitTimer = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
var currentWp = WaypointList[CurrentWPIndex];
|
||||
//Make sure that we are still on the right waypoint
|
||||
if (currentWp.Id != pointId)
|
||||
{
|
||||
LastWP = 0;
|
||||
|
||||
m_bStarted = false;
|
||||
m_bEnded = true;
|
||||
|
||||
m_uiWPWaitTimer = 50;
|
||||
|
||||
Log.outError(LogFilter.Misc, $"TSCR ERROR: EscortAI reached waypoint out of order {pointId}, expected {currentWp.Id}, creature entry {me.GetEntry()}");
|
||||
return;
|
||||
}
|
||||
|
||||
Log.outDebug(LogFilter.Scripts, $"EscortAI Waypoint {pointId} reached");
|
||||
Log.outDebug(LogFilter.Scripts, $"EscortAI Waypoint {currentWp.Id} reached");
|
||||
|
||||
WaypointMovementGenerator move = (WaypointMovementGenerator)me.GetMotionMaster().top();
|
||||
if (move != null)
|
||||
m_uiWPWaitTimer = (uint)move.GetTrackerTimer().GetExpiry();
|
||||
//Call WP function
|
||||
WaypointReached(currentWp.Id);
|
||||
|
||||
//Call WP start function
|
||||
if (m_uiWPWaitTimer == 0 && !HasEscortState(eEscortState.Paused) && move != null)
|
||||
WaypointStart(move.GetCurrentNode());
|
||||
m_uiWPWaitTimer = currentWp.WaitTimeMs + 1;
|
||||
|
||||
if (m_bIsRunning)
|
||||
me.SetWalk(false);
|
||||
else
|
||||
me.SetWalk(true);
|
||||
++CurrentWPIndex;
|
||||
}
|
||||
}
|
||||
|
||||
public void AddWaypoint(uint id, float x, float y, float z, uint waitTime = 0)
|
||||
{
|
||||
GridDefines.NormalizeMapCoord(ref x);
|
||||
GridDefines.NormalizeMapCoord(ref y);
|
||||
Escort_Waypoint t = new Escort_Waypoint(id, x, y, z, waitTime);
|
||||
|
||||
WaypointNode wp = new WaypointNode();
|
||||
wp.id = id;
|
||||
wp.x = x;
|
||||
wp.y = y;
|
||||
wp.z = z;
|
||||
wp.orientation = 0.0f;
|
||||
wp.moveType = m_bIsRunning ? WaypointMoveType.Run : WaypointMoveType.Walk;
|
||||
wp.delay = waitTime;
|
||||
wp.eventId = 0;
|
||||
wp.eventChance = 100;
|
||||
|
||||
_path.nodes.Add(wp);
|
||||
|
||||
LastWP = id;
|
||||
WaypointList.Add(t);
|
||||
|
||||
ScriptWP = true;
|
||||
}
|
||||
@@ -378,29 +381,10 @@ namespace Game.AI
|
||||
if (movePoints.Empty())
|
||||
return;
|
||||
|
||||
LastWP = movePoints.Last().uiPointId;
|
||||
|
||||
foreach (var point in movePoints)
|
||||
{
|
||||
float x = point.fX;
|
||||
float y = point.fY;
|
||||
float z = point.fZ;
|
||||
|
||||
GridDefines.NormalizeMapCoord(ref x);
|
||||
GridDefines.NormalizeMapCoord(ref y);
|
||||
|
||||
WaypointNode wp = new WaypointNode();
|
||||
wp.id = point.uiPointId;
|
||||
wp.x = x;
|
||||
wp.y = y;
|
||||
wp.z = z;
|
||||
wp.orientation = 0.0f;
|
||||
wp.moveType = m_bIsRunning ? WaypointMoveType.Run : WaypointMoveType.Walk;
|
||||
wp.delay = point.uiWaitTime;
|
||||
wp.eventId = 0;
|
||||
wp.eventChance = 100;
|
||||
|
||||
_path.nodes.Add(wp);
|
||||
Escort_Waypoint wayPoint = new Escort_Waypoint(point.uiPointId, point.fX, point.fY, point.fZ, point.uiWaitTime);
|
||||
WaypointList.Add(wayPoint);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -439,6 +423,20 @@ namespace Game.AI
|
||||
return;
|
||||
}
|
||||
|
||||
if (!ScriptWP && resetWaypoints)
|
||||
{
|
||||
if (!WaypointList.Empty())
|
||||
WaypointList.Clear();
|
||||
FillPointMovementListForCreature();
|
||||
}
|
||||
|
||||
|
||||
if (WaypointList.Empty())
|
||||
{
|
||||
Log.outError(LogFilter.Scripts, $"EscortAI (script: {me.GetScriptName()}, creature entry: {me.GetEntry()}) starts with 0 waypoints (possible missing entry in script_waypoint. Quest: {(quest != null ? quest.Id : 0)}).");
|
||||
return;
|
||||
}
|
||||
|
||||
//set variables
|
||||
m_bIsActiveAttacker = isActiveAttacker;
|
||||
m_bIsRunning = run;
|
||||
@@ -449,16 +447,12 @@ namespace Game.AI
|
||||
m_bCanInstantRespawn = instantRespawn;
|
||||
m_bCanReturnToStart = canLoopPath;
|
||||
|
||||
if (!ScriptWP && resetWaypoints) // sd2 never adds wp in script, but tc does
|
||||
FillPointMovementListForCreature();
|
||||
|
||||
if (m_bCanReturnToStart && m_bCanInstantRespawn)
|
||||
Log.outDebug(LogFilter.Scripts, "EscortAI is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn.");
|
||||
|
||||
if (me.GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Waypoint)
|
||||
{
|
||||
me.StopMoving();
|
||||
me.GetMotionMaster().Clear(false);
|
||||
me.GetMotionMaster().MovementExpired();
|
||||
me.GetMotionMaster().MoveIdle();
|
||||
Log.outDebug(LogFilter.Scripts, "EscortAI start with WAYPOINT_MOTION_TYPE, changed to MoveIdle.");
|
||||
}
|
||||
@@ -474,14 +468,14 @@ namespace Game.AI
|
||||
|
||||
Log.outDebug(LogFilter.Scripts, $"EscortAI started. ActiveAttacker = {m_bIsActiveAttacker}, Run = {m_bIsRunning}, PlayerGUID = {m_uiPlayerGUID.ToString()}");
|
||||
|
||||
CurrentWPIndex = 0;
|
||||
|
||||
//Set initial speed
|
||||
if (m_bIsRunning)
|
||||
me.SetWalk(false);
|
||||
else
|
||||
me.SetWalk(true);
|
||||
|
||||
m_bStarted = false;
|
||||
|
||||
AddEscortState(eEscortState.Escorting);
|
||||
}
|
||||
|
||||
@@ -491,17 +485,75 @@ namespace Game.AI
|
||||
return;
|
||||
|
||||
if (on)
|
||||
{
|
||||
AddEscortState(eEscortState.Paused);
|
||||
me.StopMoving();
|
||||
}
|
||||
else
|
||||
{
|
||||
RemoveEscortState(eEscortState.Paused);
|
||||
WaypointMovementGenerator move = (WaypointMovementGenerator)me.GetMotionMaster().top();
|
||||
if (move != null)
|
||||
move.GetTrackerTimer().Reset(1);
|
||||
}
|
||||
|
||||
bool SetNextWaypoint(uint pointId, float x, float y, float z, float orientation)
|
||||
{
|
||||
me.UpdatePosition(x, y, z, orientation);
|
||||
return SetNextWaypoint(pointId, false, true);
|
||||
}
|
||||
|
||||
bool SetNextWaypoint(uint pointId, bool setPosition, bool resetWaypointsOnFail)
|
||||
{
|
||||
if (!WaypointList.Empty())
|
||||
WaypointList.Clear();
|
||||
|
||||
FillPointMovementListForCreature();
|
||||
|
||||
if (WaypointList.Empty())
|
||||
return false;
|
||||
|
||||
int size = WaypointList.Count;
|
||||
Escort_Waypoint waypoint = new Escort_Waypoint(0, 0, 0, 0, 0);
|
||||
do
|
||||
{
|
||||
waypoint = WaypointList.First();
|
||||
WaypointList.RemoveAt(0);
|
||||
if (waypoint.Id == pointId)
|
||||
{
|
||||
if (setPosition)
|
||||
me.UpdatePosition(waypoint.X, waypoint.Y, waypoint.Z, me.GetOrientation());
|
||||
|
||||
CurrentWPIndex = 0;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
while (!WaypointList.Empty());
|
||||
|
||||
// we failed.
|
||||
// we reset the waypoints in the start; if we pulled any, reset it again
|
||||
if (resetWaypointsOnFail && size != WaypointList.Count)
|
||||
{
|
||||
if (!WaypointList.Empty())
|
||||
WaypointList.Clear();
|
||||
|
||||
FillPointMovementListForCreature();
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool GetWaypointPosition(uint pointId, ref float x, ref float y, ref float z)
|
||||
{
|
||||
var waypoints = Global.ScriptMgr.GetPointMoveList(me.GetEntry());
|
||||
if (waypoints == null)
|
||||
return false;
|
||||
|
||||
foreach (var pointMove in waypoints)
|
||||
{
|
||||
if (pointMove.uiPointId == pointId)
|
||||
{
|
||||
x = pointMove.fX;
|
||||
y = pointMove.fY;
|
||||
z = pointMove.fZ;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public virtual void WaypointReached(uint pointId) { }
|
||||
@@ -518,7 +570,6 @@ namespace Game.AI
|
||||
public bool GetAttack() { return m_bIsActiveAttacker; }//used in EnterEvadeMode override
|
||||
public void SetCanAttack(bool attack) { m_bIsActiveAttacker = attack; }
|
||||
public ObjectGuid GetEventStarterGUID() { return m_uiPlayerGUID; }
|
||||
public void SetWaitTimer(uint Timer) { m_uiWPWaitTimer = Timer; }
|
||||
|
||||
public Player GetPlayerForEscort() { return Global.ObjAccessor.GetPlayer(me, m_uiPlayerGUID); }
|
||||
|
||||
@@ -530,12 +581,12 @@ namespace Game.AI
|
||||
uint m_uiPlayerCheckTimer;
|
||||
eEscortState m_uiEscortState;
|
||||
float MaxPlayerDistance;
|
||||
uint LastWP;
|
||||
|
||||
WaypointPath _path = new WaypointPath();
|
||||
|
||||
Quest m_pQuestForEscort; //generally passed in Start() when regular escort script.
|
||||
|
||||
List<Escort_Waypoint> WaypointList = new List<Escort_Waypoint>();
|
||||
int CurrentWPIndex;
|
||||
|
||||
bool m_bIsActiveAttacker; //obsolete, determined by faction.
|
||||
bool m_bIsRunning; //all creatures are walking by default (has flag MOVEMENTFLAG_WALK)
|
||||
bool m_bCanInstantRespawn; //if creature should respawn instantly after escort over (if not, database respawntime are used)
|
||||
@@ -544,8 +595,6 @@ namespace Game.AI
|
||||
bool DespawnAtFar;
|
||||
bool ScriptWP;
|
||||
bool HasImmuneToNPCFlags;
|
||||
bool m_bStarted;
|
||||
bool m_bEnded;
|
||||
}
|
||||
|
||||
public enum eEscortState
|
||||
@@ -556,6 +605,24 @@ namespace Game.AI
|
||||
Paused = 0x004 //will not proceed with waypoints before state is removed
|
||||
}
|
||||
|
||||
class Escort_Waypoint
|
||||
{
|
||||
public Escort_Waypoint(uint id, float x, float y, float z, uint w)
|
||||
{
|
||||
Id = id;
|
||||
X = x;
|
||||
Y = y;
|
||||
Z = z;
|
||||
WaitTimeMs = w;
|
||||
}
|
||||
|
||||
public uint Id;
|
||||
public float X;
|
||||
public float Y;
|
||||
public float Z;
|
||||
public uint WaitTimeMs;
|
||||
}
|
||||
|
||||
struct EscortPointIds
|
||||
{
|
||||
public const uint LastPoint = 0xFFFFFF;
|
||||
|
||||
Reference in New Issue
Block a user