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Core/Movement: MotionMaster reimplementation (#21888)
Internal structure and handling changes, nothing behavioural (or thats the intention at least).
(cherry picked from commit 982643cd96)
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@@ -198,13 +198,13 @@ class npc_dream_fog : public CreatureScript
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if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 0.0f, true))
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{
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_roamTimer = urand(15000, 30000);
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me->GetMotionMaster()->Clear(false);
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me->GetMotionMaster()->Clear();
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me->GetMotionMaster()->MoveChase(target, 0.2f);
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}
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else
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{
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_roamTimer = 2500;
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me->GetMotionMaster()->Clear(false);
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me->GetMotionMaster()->Clear();
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me->GetMotionMaster()->MoveRandom(25.0f);
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}
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// Seeping fog movement is slow enough for a player to be able to walk backwards and still outpace it
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@@ -2821,7 +2821,7 @@ public:
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init.DisableTransportPathTransformations();
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init.MoveTo(x, y, z, false);
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init.SetFacing(o);
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who->GetMotionMaster()->LaunchMoveSpline(std::move(init), EVENT_VEHICLE_BOARD, MOTION_SLOT_CONTROLLED);
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who->GetMotionMaster()->LaunchMoveSpline(std::move(init), EVENT_VEHICLE_BOARD, MOTION_PRIORITY_HIGHEST);
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who->m_Events.AddEvent(new CastFoodSpell(who, _chairSpells.at(who->GetEntry())), who->m_Events.CalculateTime(1000));
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if (Creature* creature = who->ToCreature())
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creature->SetDisplayFromModel(0);
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