Core/Waypoints: Refactor to split data into path and node related info in db

Port From (https://github.com/TrinityCore/TrinityCore/commit/12186ef8573f60abeff4747da58767ee71092600)
This commit is contained in:
hondacrx
2024-02-05 17:22:55 -05:00
parent 301d3fb00d
commit 771cbadc69
15 changed files with 520 additions and 651 deletions
+1 -1
View File
@@ -1035,7 +1035,7 @@ namespace Game.Movement
public void MovePath(WaypointPath path, bool repeatable, TimeSpan? duration = null, float? speed = null, MovementWalkRunSpeedSelectionMode speedSelectionMode = MovementWalkRunSpeedSelectionMode.Default,
(TimeSpan min, TimeSpan max)? waitTimeRangeAtPathEnd = null, float? wanderDistanceAtPathEnds = null, bool followPathBackwardsFromEndToStart = false, bool generatePath = true)
{
Log.outDebug(LogFilter.Movement, $"MotionMaster::MovePath: '{_owner.GetGUID()}', starts moving over path Id: {path.id} (repeatable: {repeatable})");
Log.outDebug(LogFilter.Movement, $"MotionMaster::MovePath: '{_owner.GetGUID()}', starts moving over path Id: {path.Id} (repeatable: {repeatable})");
Add(new WaypointMovementGenerator(path, repeatable, duration, speed, speedSelectionMode, waitTimeRangeAtPathEnd, wanderDistanceAtPathEnds, followPathBackwardsFromEndToStart, generatePath), MovementSlot.Default);
}