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*More update about positions.
*Ulduar: do not allow demolisher to regenerate pyrite. Player must shoot down and grab the containers to refill pyrite. --HG-- branch : trunk
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@@ -344,7 +344,7 @@ void MotionMaster::MoveJump(float x, float y, float z, float speedXY, float spee
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}
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void
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MotionMaster::MoveCharge(float x, float y, float z, float speed)
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MotionMaster::MoveCharge(float x, float y, float z, float speed, uint32 id)
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{
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if(Impl[MOTION_SLOT_CONTROLLED] && Impl[MOTION_SLOT_CONTROLLED]->GetMovementGeneratorType() != DISTRACT_MOTION_TYPE)
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return;
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@@ -354,16 +354,24 @@ MotionMaster::MoveCharge(float x, float y, float z, float speed)
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if(i_owner->GetTypeId()==TYPEID_PLAYER)
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{
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DEBUG_LOG("Player (GUID: %u) charge point (X: %f Y: %f Z: %f)", i_owner->GetGUIDLow(), x, y, z );
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Mutate(new PointMovementGenerator<Player>(0,x,y,z), MOTION_SLOT_CONTROLLED);
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Mutate(new PointMovementGenerator<Player>(id,x,y,z), MOTION_SLOT_CONTROLLED);
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}
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else
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{
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DEBUG_LOG("Creature (Entry: %u GUID: %u) charge point (X: %f Y: %f Z: %f)",
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i_owner->GetEntry(), i_owner->GetGUIDLow(), x, y, z );
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Mutate(new PointMovementGenerator<Creature>(0,x,y,z), MOTION_SLOT_CONTROLLED);
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Mutate(new PointMovementGenerator<Creature>(id,x,y,z), MOTION_SLOT_CONTROLLED);
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}
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}
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void MotionMaster::MoveFall(float z, uint32 id)
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{
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i_owner->SetFlying(false);
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i_owner->SendMovementFlagUpdate();
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//AddUnitMovementFlag(MOVEMENTFLAG_FALLING);
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MoveCharge(i_owner->GetPositionX(), i_owner->GetPositionY(), z, SPEED_CHARGE, id);
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}
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void
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MotionMaster::MoveSeekAssistance(float x, float y, float z)
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{
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