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*Handle creature rotation using movement generator. Please tell me if this breaks any script.
--HG-- branch : trunk
This commit is contained in:
@@ -171,8 +171,6 @@ Unit::Unit()
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// remove aurastates allowing special moves
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for(uint8 i=0; i < MAX_REACTIVE; ++i)
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m_reactiveTimer[i] = 0;
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IsRotating = 0;
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}
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Unit::~Unit()
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@@ -256,10 +254,7 @@ void Unit::Update( uint32 p_time )
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ModifyAuraState(AURA_STATE_HEALTHLESS_35_PERCENT, GetHealth() < GetMaxHealth()*0.35f);
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ModifyAuraState(AURA_STATE_HEALTH_ABOVE_75_PERCENT, GetHealth() > GetMaxHealth()*0.75f);
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if(!IsUnitRotating())
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i_motionMaster.UpdateMotion(p_time);
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else
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AutoRotate(p_time);
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i_motionMaster.UpdateMotion(p_time);
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}
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bool Unit::haveOffhandWeapon() const
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@@ -503,43 +498,6 @@ void Unit::GetRandomContactPoint( const Unit* obj, float &x, float &y, float &z,
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, GetAngle(obj) + (attacker_number ? (M_PI/2 - M_PI * rand_norm()) * (float)attacker_number / combat_reach * 0.3 : 0));
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}
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void Unit::StartAutoRotate(uint8 type, uint32 fulltime)
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{
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if(getVictim())
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RotateAngle = GetAngle(getVictim());
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else
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RotateAngle = GetOrientation();
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RotateTimer = fulltime;
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RotateTimerFull = fulltime;
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IsRotating = type;
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LastTargetGUID = GetUInt64Value(UNIT_FIELD_TARGET);
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SetUInt64Value(UNIT_FIELD_TARGET, 0);
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}
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void Unit::AutoRotate(uint32 time)
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{
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if(!IsRotating)return;
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if(IsRotating == CREATURE_ROTATE_LEFT)
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{
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RotateAngle += (double)time/RotateTimerFull*(double)M_PI*2;
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if (RotateAngle >= M_PI*2)RotateAngle = 0;
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}
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else
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{
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RotateAngle -= (double)time/RotateTimerFull*(double)M_PI*2;
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if (RotateAngle < 0)RotateAngle = M_PI*2;
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}
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SetOrientation(RotateAngle);
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StopMoving();
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if(RotateTimer <= time)
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{
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IsRotating = CREATURE_ROTATE_NONE;
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RotateAngle = 0;
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RotateTimer = RotateTimerFull;
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SetUInt64Value(UNIT_FIELD_TARGET, LastTargetGUID);
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}else RotateTimer -= time;
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}
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void Unit::RemoveMovementImpairingAuras()
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{
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RemoveAurasWithMechanic((1<<MECHANIC_SNARE)|(1<<MECHANIC_ROOT));
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@@ -3468,12 +3426,6 @@ bool Unit::isInFrontInMap(Unit const* target, float distance, float arc) const
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return IsWithinDistInMap(target, distance) && HasInArc( arc, target );
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}
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void Unit::SetInFront(Unit const* target)
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{
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if(!IsUnitRotating())
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SetOrientation(GetAngle(target));
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}
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bool Unit::isInBackInMap(Unit const* target, float distance, float arc) const
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{
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return IsWithinDistInMap(target, distance) && !HasInArc( 2 * M_PI - arc, target );
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@@ -11329,8 +11281,7 @@ Unit* Creature::SelectVictim()
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if(target)
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{
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if(!hasUnitState(UNIT_STAT_STUNNED))
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SetInFront(target);
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SetInFront(target);
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return target;
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}
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