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https://github.com/TrinityCore/TrinityCore.git
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Replace tabs with spaces in more files.
--HG-- branch : trunk
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@@ -62,14 +62,14 @@ bool WaypointMovementGenerator<Creature>::GetDestination(float &x, float &y, flo
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template<>
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bool WaypointMovementGenerator<Player>::GetDestination(float &x, float &y, float &z) const
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{
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return false;
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return false;
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}
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template<>
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void WaypointMovementGenerator<Creature>::Reset(Creature &unit)
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{
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StopedByPlayer = true;
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i_nextMoveTime.Reset(0);
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StopedByPlayer = true;
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i_nextMoveTime.Reset(0);
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}
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template<>
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@@ -78,16 +78,16 @@ void WaypointMovementGenerator<Player>::Reset(Player &unit){}
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template<>
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void WaypointMovementGenerator<Creature>::InitTraveller(Creature &unit, const WaypointData &node)
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{
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node.run ? unit.RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE):
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unit.AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
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node.run ? unit.RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE):
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unit.AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
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unit.SetUInt32Value(UNIT_NPC_EMOTESTATE, 0);
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unit.SetUInt32Value(UNIT_FIELD_BYTES_1, 0);
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unit.SetUInt32Value(UNIT_NPC_EMOTESTATE, 0);
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unit.SetUInt32Value(UNIT_FIELD_BYTES_1, 0);
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if(unit.canFly())
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unit.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
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unit.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
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unit.addUnitState(UNIT_STAT_ROAMING);
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unit.addUnitState(UNIT_STAT_ROAMING);
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}
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template<>
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@@ -101,13 +101,13 @@ WaypointMovementGenerator<Creature>::Initialize(Creature &u)
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if(!path_id)
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path_id = u.GetWaypointPath();
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waypoints = WaypointMgr.GetPath(path_id);
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i_currentNode = 0;
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i_currentNode = 0;
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if(waypoints && waypoints->size())
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{
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node = waypoints->front();
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Traveller<Creature> traveller(u);
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InitTraveller(u, *node);
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i_destinationHolder.SetDestination(traveller, node->x, node->y, node->z);
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InitTraveller(u, *node);
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i_destinationHolder.SetDestination(traveller, node->x, node->y, node->z);
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i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
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}
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else
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@@ -121,7 +121,7 @@ template<class T>
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bool
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WaypointMovementGenerator<T>::Update(T &unit, const uint32 &diff)
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{
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return false;
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return false;
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}
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template<>
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@@ -131,84 +131,84 @@ WaypointMovementGenerator<Creature>::Update(Creature &unit, const uint32 &diff)
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if(!&unit)
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return true;
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if(!path_id)
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return false;
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if(!path_id)
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return false;
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// Waypoint movement can be switched on/off
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// Waypoint movement can be switched on/off
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// This is quite handy for escort quests and other stuff
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if(unit.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED))
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return true;
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if(unit.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED))
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return true;
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// Clear the generator if the path doesn't exist
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if(!waypoints || !waypoints->size())
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return false;
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Traveller<Creature> traveller(unit);
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Traveller<Creature> traveller(unit);
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i_nextMoveTime.Update(diff);
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i_nextMoveTime.Update(diff);
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i_destinationHolder.UpdateTraveller(traveller, diff, false, true);
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if(i_nextMoveTime.Passed())
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{
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if(unit.IsStopped())
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{
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if(StopedByPlayer)
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{
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if(i_nextMoveTime.Passed())
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{
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if(unit.IsStopped())
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{
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if(StopedByPlayer)
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{
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assert(node);
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InitTraveller(unit, *node);
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i_destinationHolder.SetDestination(traveller, node->x, node->y, node->z);
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i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
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StopedByPlayer = false;
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return true;
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}
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InitTraveller(unit, *node);
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i_destinationHolder.SetDestination(traveller, node->x, node->y, node->z);
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i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
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StopedByPlayer = false;
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return true;
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}
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if(i_currentNode == waypoints->size() - 1) //If that's our last waypoint
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{
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if(repeating) //If the movement is repeating
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i_currentNode = 0; //Start moving all over again
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else
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{
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unit.SetHomePosition(node->x, node->y, node->z, unit.GetOrientation());
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unit.GetMotionMaster()->Initialize();
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return false; //Clear the waypoint movement
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}
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}
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else
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i_currentNode++;
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if(i_currentNode == waypoints->size() - 1) //If that's our last waypoint
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{
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if(repeating) //If the movement is repeating
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i_currentNode = 0; //Start moving all over again
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else
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{
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unit.SetHomePosition(node->x, node->y, node->z, unit.GetOrientation());
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unit.GetMotionMaster()->Initialize();
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return false; //Clear the waypoint movement
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}
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}
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else
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i_currentNode++;
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node = waypoints->at(i_currentNode);
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InitTraveller(unit, *node);
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i_destinationHolder.SetDestination(traveller, node->x, node->y, node->z);
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i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
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}
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else
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{
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//Determine waittime
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if(node->delay)
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i_nextMoveTime.Reset(node->delay);
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node = waypoints->at(i_currentNode);
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InitTraveller(unit, *node);
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i_destinationHolder.SetDestination(traveller, node->x, node->y, node->z);
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i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
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}
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else
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{
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//Determine waittime
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if(node->delay)
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i_nextMoveTime.Reset(node->delay);
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if(node->event_id && rand()%100 < node->event_chance)
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sWorld.ScriptsStart(sWaypointScripts, node->event_id, &unit, NULL);
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if(node->event_id && rand()%100 < node->event_chance)
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sWorld.ScriptsStart(sWaypointScripts, node->event_id, &unit, NULL);
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MovementInform(unit);
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unit.UpdateWaypointID(i_currentNode);
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unit.clearUnitState(UNIT_STAT_MOVING);
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unit.Relocate(node->x, node->y, node->z);
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}
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MovementInform(unit);
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unit.UpdateWaypointID(i_currentNode);
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unit.clearUnitState(UNIT_STAT_MOVING);
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unit.Relocate(node->x, node->y, node->z);
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}
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}
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else
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{
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if(unit.IsStopped() && !i_destinationHolder.HasArrived())
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{
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if(!StopedByPlayer)
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{
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i_destinationHolder.IncreaseTravelTime(STOP_TIME_FOR_PLAYER);
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i_nextMoveTime.Reset(STOP_TIME_FOR_PLAYER);
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StopedByPlayer = true;
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}
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}
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}
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return true;
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else
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{
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if(unit.IsStopped() && !i_destinationHolder.HasArrived())
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{
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if(!StopedByPlayer)
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{
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i_destinationHolder.IncreaseTravelTime(STOP_TIME_FOR_PLAYER);
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i_nextMoveTime.Reset(STOP_TIME_FOR_PLAYER);
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StopedByPlayer = true;
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}
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}
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}
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return true;
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}
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template void WaypointMovementGenerator<Player>::Initialize(Player &);
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