7b248d5d15
* Allow overriding rotation speed * Allow limiting rotation using total rotation angle instead of duration Port From (https://github.com/TrinityCore/TrinityCore/commit/59f92412d0f2172772155591ee7fa98a54dab06a)
244 lines
7.9 KiB
C#
244 lines
7.9 KiB
C#
// Copyright (c) CypherCore <http://github.com/CypherCore> All rights reserved.
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// Licensed under the GNU GENERAL PUBLIC LICENSE. See LICENSE file in the project root for full license information.
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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 IdleMovementGenerator : MovementGenerator
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{
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public IdleMovementGenerator()
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{
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Mode = MovementGeneratorMode.Default;
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Priority = MovementGeneratorPriority.Normal;
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Flags = MovementGeneratorFlags.Initialized;
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BaseUnitState = 0;
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}
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public override void Initialize(Unit owner)
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{
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owner.StopMoving();
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}
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public override void Reset(Unit owner)
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{
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owner.StopMoving();
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}
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public override bool Update(Unit owner, uint diff)
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{
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return true;
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}
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public override void Deactivate(Unit owner) { }
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public override void Finalize(Unit owner, bool active, bool movementInform)
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{
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AddFlag(MovementGeneratorFlags.Finalized);
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}
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public override MovementGeneratorType GetMovementGeneratorType()
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{
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return MovementGeneratorType.Idle;
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}
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}
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public class RotateMovementGenerator : MovementGenerator
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{
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static float MIN_ANGLE_DELTA_FOR_FACING_UPDATE = 0.05f;
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uint _id;
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RotateDirection _direction;
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TimeTracker _duration;
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float? _turnSpeed; ///< radians per sec
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float? _totalTurnAngle;
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uint _diffSinceLastUpdate;
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public RotateMovementGenerator(uint id, RotateDirection direction, TimeSpan? duration, float? turnSpeed, float? totalTurnAngle)
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{
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_id = id;
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_direction = direction;
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if (duration.HasValue)
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_duration = new TimeTracker(duration.Value);
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_turnSpeed = turnSpeed;
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_totalTurnAngle = totalTurnAngle;
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Mode = MovementGeneratorMode.Default;
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Priority = MovementGeneratorPriority.Normal;
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Flags = MovementGeneratorFlags.InitializationPending;
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BaseUnitState = UnitState.Rotating;
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}
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public override void Initialize(Unit owner)
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{
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RemoveFlag(MovementGeneratorFlags.InitializationPending | MovementGeneratorFlags.Deactivated);
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AddFlag(MovementGeneratorFlags.Initialized);
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owner.StopMoving();
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/*
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* TODO: This code should be handled somewhere else, like MovementInform
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*
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* if (owner->GetVictim())
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* owner->SetInFront(owner->GetVictim());
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*
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* owner->AttackStop();
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*/
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}
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public override void Reset(Unit owner)
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{
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RemoveFlag(MovementGeneratorFlags.Deactivated);
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Initialize(owner);
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}
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public override bool Update(Unit owner, uint diff)
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{
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_diffSinceLastUpdate += diff;
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float currentAngle = owner.GetOrientation();
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float angleDelta = _turnSpeed.GetValueOrDefault(owner.GetSpeed(UnitMoveType.TurnRate)) * ((float)_diffSinceLastUpdate / (float)Time.InMilliseconds);
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if (_duration != null)
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_duration.Update(diff);
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if (_totalTurnAngle.HasValue)
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_totalTurnAngle = _totalTurnAngle - angleDelta;
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bool expired = (_duration != null && _duration.Passed()) || (_totalTurnAngle.HasValue && _totalTurnAngle < 0.0f);
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if (angleDelta >= MIN_ANGLE_DELTA_FOR_FACING_UPDATE || expired)
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{
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float newAngle = Position.NormalizeOrientation(currentAngle + angleDelta * (_direction == RotateDirection.Left ? 1.0f : -1.0f));
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MoveSplineInit init = new(owner);
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init.MoveTo(owner.GetPosition(), false);
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if (!owner.GetTransGUID().IsEmpty())
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init.DisableTransportPathTransformations();
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init.SetFacing(newAngle);
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init.Launch();
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_diffSinceLastUpdate = 0;
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}
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if (expired)
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{
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AddFlag(MovementGeneratorFlags.InformEnabled);
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return false;
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}
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return true;
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}
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public override void Deactivate(Unit owner)
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{
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AddFlag(MovementGeneratorFlags.Deactivated);
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}
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public override void Finalize(Unit owner, bool active, bool movementInform)
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{
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AddFlag(MovementGeneratorFlags.Finalized);
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if (movementInform && owner.IsCreature())
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owner.ToCreature().GetAI().MovementInform(MovementGeneratorType.Rotate, _id);
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}
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public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Rotate; }
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}
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public class DistractMovementGenerator : MovementGenerator
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{
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public DistractMovementGenerator(uint timer, float orientation)
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{
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_timer = timer;
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_orientation = orientation;
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Mode = MovementGeneratorMode.Default;
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Priority = MovementGeneratorPriority.Highest;
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Flags = MovementGeneratorFlags.InitializationPending;
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BaseUnitState = UnitState.Distracted;
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}
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public override void Initialize(Unit owner)
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{
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RemoveFlag(MovementGeneratorFlags.InitializationPending | MovementGeneratorFlags.Deactivated);
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AddFlag(MovementGeneratorFlags.Initialized);
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// Distracted creatures stand up if not standing
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if (!owner.IsStandState())
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owner.SetStandState(UnitStandStateType.Stand);
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MoveSplineInit init = new(owner);
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init.MoveTo(owner, false);
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if (!owner.GetTransGUID().IsEmpty())
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init.DisableTransportPathTransformations();
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init.SetFacing(_orientation);
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init.Launch();
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}
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public override void Reset(Unit owner)
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{
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RemoveFlag(MovementGeneratorFlags.Deactivated);
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Initialize(owner);
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}
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public override bool Update(Unit owner, uint diff)
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{
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if (owner == null)
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return false;
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if (diff > _timer)
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{
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AddFlag(MovementGeneratorFlags.InformEnabled);
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return false;
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}
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_timer -= diff;
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return true;
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}
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public override void Deactivate(Unit owner)
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{
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AddFlag(MovementGeneratorFlags.Deactivated);
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}
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public override void Finalize(Unit owner, bool active, bool movementInform)
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{
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AddFlag(MovementGeneratorFlags.Finalized);
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// TODO: This code should be handled somewhere else
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// If this is a creature, then return orientation to original position (for idle movement creatures)
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if (movementInform && HasFlag(MovementGeneratorFlags.InformEnabled) && owner.IsCreature())
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{
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float angle = owner.ToCreature().GetHomePosition().GetOrientation();
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owner.SetFacingTo(angle);
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}
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}
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public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.Distract; }
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uint _timer;
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float _orientation;
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}
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public class AssistanceDistractMovementGenerator : DistractMovementGenerator
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{
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public AssistanceDistractMovementGenerator(uint timer, float orientation) : base(timer, orientation)
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{
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Priority = MovementGeneratorPriority.Normal;
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}
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public override void Finalize(Unit owner, bool active, bool movementInform)
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{
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owner.ClearUnitState(UnitState.Distracted);
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owner.ToCreature().SetReactState(ReactStates.Aggressive);
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}
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public override MovementGeneratorType GetMovementGeneratorType() { return MovementGeneratorType.AssistanceDistract; }
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}
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}
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