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/*
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* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using Framework.Constants;
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using Game.Entities;
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using System;
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namespace Game.Movement
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{
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public class FleeingGenerator<T> : MovementGeneratorMedium<T> where T : Unit
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{
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public const float MIN_QUIET_DISTANCE = 28.0f;
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public const float MAX_QUIET_DISTANCE = 43.0f;
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public FleeingGenerator(ObjectGuid fright)
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{
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i_frightGUID = fright;
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i_nextCheckTime = new TimeTracker();
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}
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void _setTargetLocation(T owner)
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{
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if (owner == null)
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return;
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if (owner.HasUnitState(UnitState.Root | UnitState.Stunned))
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return;
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if (owner.HasUnitState(UnitState.Casting) && !owner.CanMoveDuringChannel())
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{
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owner.CastStop();
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return;
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}
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owner.AddUnitState(UnitState.FleeingMove);
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float x, y, z;
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_getPoint(owner, out x, out y, out z);
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Position mypos = owner.GetPosition();
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bool isInLOS = Global.VMapMgr.isInLineOfSight(owner.GetMapId(), mypos.posX, mypos.posY, mypos.posZ + 2.0f, x, y, z + 2.0f);
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if (!isInLOS)
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{
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i_nextCheckTime.Reset(200);
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return;
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}
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PathGenerator path = new PathGenerator(owner);
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path.SetPathLengthLimit(30.0f);
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bool result = path.CalculatePath(x, y, z);
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if (!result || path.GetPathType().HasAnyFlag(PathType.NoPath))
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{
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i_nextCheckTime.Reset(100);
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return;
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}
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MoveSplineInit init = new MoveSplineInit(owner);
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init.MovebyPath(path.GetPath());
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init.SetWalk(false);
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int traveltime = init.Launch();
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i_nextCheckTime.Reset(traveltime + RandomHelper.URand(800, 1500));
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}
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void _getPoint(T owner, out float x, out float y, out float z)
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{
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float dist_from_caster, angle_to_caster;
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Unit fright = Global.ObjAccessor.GetUnit(owner, i_frightGUID);
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if (fright != null)
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{
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dist_from_caster = fright.GetDistance(owner);
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if (dist_from_caster > 0.2f)
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angle_to_caster = fright.GetAngle(owner);
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else
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angle_to_caster = RandomHelper.FRand(0, 2 * MathFunctions.PI);
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}
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else
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{
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dist_from_caster = 0.0f;
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angle_to_caster = RandomHelper.FRand(0, 2 * MathFunctions.PI);
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}
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float dist, angle;
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if (dist_from_caster < MIN_QUIET_DISTANCE)
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{
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dist = RandomHelper.FRand(0.4f, 1.3f) * (MIN_QUIET_DISTANCE - dist_from_caster);
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angle = angle_to_caster + RandomHelper.FRand(-MathFunctions.PI / 8, MathFunctions.PI / 8);
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}
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else if (dist_from_caster > MAX_QUIET_DISTANCE)
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{
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dist = RandomHelper.FRand(0.4f, 1.0f) * (MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE);
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angle = -angle_to_caster + RandomHelper.FRand(-MathFunctions.PI / 4, MathFunctions.PI / 4);
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}
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else // we are inside quiet range
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{
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dist = RandomHelper.FRand(0.6f, 1.2f) * (MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE);
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angle = RandomHelper.FRand(0, 2 * MathFunctions.PI);
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}
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Position pos = owner.GetFirstCollisionPosition(dist, angle);
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x = pos.posX;
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y = pos.posY;
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z = pos.posZ;
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}
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public override void DoInitialize(T owner)
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{
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if (owner == null)
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return;
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owner.SetFlag(UnitFields.Flags, UnitFlags.Fleeing);
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owner.AddUnitState(UnitState.Fleeing | UnitState.FleeingMove);
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_setTargetLocation(owner);
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}
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public override void DoFinalize(T owner)
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{
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if (owner.IsTypeId(TypeId.Player))
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{
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owner.RemoveFlag(UnitFields.Flags, UnitFlags.Fleeing);
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owner.ClearUnitState(UnitState.Fleeing | UnitState.Fleeing);
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owner.StopMoving();
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}
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else
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{
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owner.RemoveFlag(UnitFields.Flags, UnitFlags.Fleeing);
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owner.ClearUnitState(UnitState.Fleeing | UnitState.FleeingMove);
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if (owner.GetVictim() != null)
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owner.SetTarget(owner.GetVictim().GetGUID());
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}
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}
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public override void DoReset(T owner)
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{
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DoInitialize(owner);
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}
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public override bool DoUpdate(T owner, uint time_diff)
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{
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if (owner == null || !owner.IsAlive())
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return false;
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if (owner.HasUnitState(UnitState.Root | UnitState.Stunned))
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{
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owner.ClearUnitState(UnitState.FleeingMove);
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return true;
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}
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i_nextCheckTime.Update(time_diff);
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if (i_nextCheckTime.Passed() && owner.moveSpline.Finalized())
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_setTargetLocation(owner);
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return true;
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}
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public override MovementGeneratorType GetMovementGeneratorType()
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{
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return MovementGeneratorType.Fleeing;
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}
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ObjectGuid i_frightGUID;
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TimeTracker i_nextCheckTime;
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}
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public class TimedFleeingGenerator : FleeingGenerator<Creature>
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{
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public TimedFleeingGenerator(ObjectGuid fright, uint time) : base(fright)
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{
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i_totalFleeTime = new TimeTracker(time);
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}
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public override void Finalize(Unit owner)
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{
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owner.RemoveFlag(UnitFields.Flags, UnitFlags.Fleeing);
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owner.ClearUnitState(UnitState.Fleeing | UnitState.FleeingMove);
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Unit victim = owner.GetVictim();
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if (victim != null)
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{
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if (owner.IsAlive())
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{
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owner.AttackStop();
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owner.ToCreature().GetAI().AttackStart(victim);
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}
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}
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}
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public override bool Update(Unit owner, uint time_diff)
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{
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if (!owner.IsAlive())
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return false;
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if (owner.HasUnitState(UnitState.Root | UnitState.Stunned))
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{
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owner.ClearUnitState(UnitState.FleeingMove);
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return true;
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}
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i_totalFleeTime.Update(time_diff);
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if (i_totalFleeTime.Passed())
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return false;
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// This calls grant-parent Update method hiden by FleeingMovementGenerator.Update(Creature &, uint32) version
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// This is done instead of casting Unit& to Creature& and call parent method, then we can use Unit directly
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return base.Update(owner, time_diff);
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}
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TimeTracker i_totalFleeTime;
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}
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}
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