Core/Movement: Replace old TargetedMovementGenerator into ChaseMovementGenerator and FollowMovementGenerator, full rewrite for both.
Port From (https://github.com/TrinityCore/TrinityCore/commit/14939204955d1a24fe465cdfcbf307daf3ce4f09)
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@@ -284,7 +284,7 @@ namespace Game.Movement
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creature.GetAI().MovementInform(MovementGeneratorType.Waypoint, (uint)_currentNode);
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}
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public override bool GetResetPosition(Unit u, out float x, out float y, out float z)
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public bool GetResetPosition(Unit u, out float x, out float y, out float z)
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{
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x = y = z = 0;
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// prevent a crash at empty waypoint path.
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@@ -301,13 +301,13 @@ namespace Game.Movement
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return true;
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}
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public override void Pause(uint timer = 0)
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public void Pause(uint timer = 0)
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{
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_stalled = timer == 0;
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_nextMoveTime.Reset(timer != 0 ? (int)timer : 1);
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}
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public override void Resume(uint overrideTimer = 0)
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public void Resume(uint overrideTimer = 0)
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{
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_stalled = false;
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if (overrideTimer != 0)
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@@ -321,7 +321,7 @@ namespace Game.Movement
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public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Waypoint; }
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public override void UnitSpeedChanged() { _recalculateSpeed = true; }
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public void UnitSpeedChanged() { _recalculateSpeed = true; }
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TimeTrackerSmall _nextMoveTime;
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bool _recalculateSpeed;
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