Core/Units: Update facing spline movement immediately after launching
Port From (https://github.com/TrinityCore/TrinityCore/commit/6c15fb00e5b7cf39cd6dc97c302418710bc21212)
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@@ -217,7 +217,10 @@ namespace Game.Entities
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init.SetFacing(ori);
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init.SetFacing(ori);
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//GetMotionMaster().LaunchMoveSpline(init, EventId.Face, MovementGeneratorPriority.Highest);
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//GetMotionMaster().LaunchMoveSpline(init, EventId.Face, MovementGeneratorPriority.Highest);
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init.Launch();
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UpdateSplineMovement((uint)init.Launch());
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Creature creature = ToCreature();
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if (creature != null)
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creature.GetAI().MovementInform(MovementGeneratorType.Effect, EventId.Face);
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}
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}
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public void SetFacingToObject(WorldObject obj, bool force = true)
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public void SetFacingToObject(WorldObject obj, bool force = true)
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@@ -232,7 +235,10 @@ namespace Game.Entities
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init.SetFacing(GetAbsoluteAngle(obj)); // when on transport, GetAbsoluteAngle will still return global coordinates (and angle) that needs transforming
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init.SetFacing(GetAbsoluteAngle(obj)); // when on transport, GetAbsoluteAngle will still return global coordinates (and angle) that needs transforming
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//GetMotionMaster().LaunchMoveSpline(init, EventId.Face, MovementGeneratorPriority.Highest);
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//GetMotionMaster().LaunchMoveSpline(init, EventId.Face, MovementGeneratorPriority.Highest);
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init.Launch();
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UpdateSplineMovement((uint)init.Launch());
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Creature creature = ToCreature();
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if (creature != null)
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creature.GetAI().MovementInform(MovementGeneratorType.Effect, EventId.Face);
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}
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}
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void SetFacingToPoint(Position point, bool force = true)
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void SetFacingToPoint(Position point, bool force = true)
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@@ -249,7 +255,10 @@ namespace Game.Entities
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init.SetFacing(point.GetPositionX(), point.GetPositionY(), point.GetPositionZ());
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init.SetFacing(point.GetPositionX(), point.GetPositionY(), point.GetPositionZ());
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//GetMotionMaster()->LaunchMoveSpline(std::move(init), EVENT_FACE, MOTION_PRIORITY_HIGHEST);
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//GetMotionMaster()->LaunchMoveSpline(std::move(init), EVENT_FACE, MOTION_PRIORITY_HIGHEST);
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init.Launch();
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UpdateSplineMovement((uint)init.Launch());
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Creature creature = ToCreature();
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if (creature != null)
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creature.GetAI().MovementInform(MovementGeneratorType.Effect, EventId.Face);
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}
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}
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public void MonsterMoveWithSpeed(float x, float y, float z, float speed, bool generatePath = false, bool forceDestination = false)
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public void MonsterMoveWithSpeed(float x, float y, float z, float speed, bool generatePath = false, bool forceDestination = false)
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