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Core/Movegen: Added missing part in ChaseMovementgenerator and minor logic fix in MotionMaster::MoveJump()
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@@ -365,7 +365,10 @@ void MotionMaster::MoveJump(float x, float y, float z, float speedXY, float spee
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init.SetParabolic(max_height,0);
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init.SetVelocity(speedXY);
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init.Launch();
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Mutate(new EffectMovementGenerator(id), MOTION_SLOT_CONTROLLED);
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if (i_owner->GetTypeId() == TYPEID_PLAYER)
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Mutate(new EffectMovementGenerator(id), MOTION_SLOT_CONTROLLED);
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else
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Mutate(new EffectMovementGenerator(id), MOTION_SLOT_ACTIVE);
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}
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void MotionMaster::MoveFall(uint32 id/*=0*/)
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@@ -211,6 +211,19 @@ void ChaseMovementGenerator<T>::Reset(T &owner)
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Initialize(owner);
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}
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template<class T>
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void ChaseMovementGenerator<T>::MovementInform(T & /*unit*/)
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{
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}
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template<>
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void ChaseMovementGenerator<Creature>::MovementInform(Creature &unit)
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{
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// Pass back the GUIDLow of the target. If it is pet's owner then PetAI will handle
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if (unit.AI())
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unit.AI()->MovementInform(CHASE_MOTION_TYPE, i_target.getTarget()->GetGUIDLow());
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}
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//-----------------------------------------------//
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template<>
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bool FollowMovementGenerator<Creature>::EnableWalking() const
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@@ -300,6 +313,7 @@ template void ChaseMovementGenerator<Player>::Finalize(Player &);
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template void ChaseMovementGenerator<Creature>::Finalize(Creature &);
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template void ChaseMovementGenerator<Player>::Reset(Player &);
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template void ChaseMovementGenerator<Creature>::Reset(Creature &);
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template void ChaseMovementGenerator<Player>::MovementInform(Player &unit);
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template void FollowMovementGenerator<Player>::Finalize(Player &);
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template void FollowMovementGenerator<Creature>::Finalize(Creature &);
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@@ -76,7 +76,7 @@ class ChaseMovementGenerator : public TargetedMovementGeneratorMedium<T, ChaseMo
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void Initialize(T &);
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void Finalize(T &);
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void Reset(T &);
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void MovementInform(T &){}
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void MovementInform(T &);
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static void _clearUnitStateMove(T &u) { u.ClearUnitState(UNIT_STAT_CHASE_MOVE); }
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static void _addUnitStateMove(T &u) { u.AddUnitState(UNIT_STAT_CHASE_MOVE); }
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