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Core/Objects: Replace separate x,y,z,o getters for stationary position with single Position
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@@ -80,10 +80,7 @@ class TC_GAME_API AreaTrigger final : public WorldObject, public GridObject<Area
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bool IsNeverVisibleFor(WorldObject const* seer, bool allowServersideObjects = false) const override;
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float GetStationaryX() const override { return _stationaryPosition.GetPositionX(); }
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float GetStationaryY() const override { return _stationaryPosition.GetPositionY(); }
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float GetStationaryZ() const override { return _stationaryPosition.GetPositionZ(); }
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float GetStationaryO() const override { return _stationaryPosition.GetOrientation(); }
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Position const& GetStationaryPosition() const override { return _stationaryPosition; }
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void RelocateStationaryPosition(Position const& pos) { _stationaryPosition.Relocate(pos); }
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void PlaySpellVisual(uint32 spellVisualId) const;
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@@ -70,10 +70,7 @@ class TC_GAME_API Conversation final : public WorldObject, public GridObject<Con
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ObjectGuid GetOwnerGUID() const override { return GetCreatorGUID(); }
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uint32 GetFaction() const override { return 0; }
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float GetStationaryX() const override { return _stationaryPosition.GetPositionX(); }
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float GetStationaryY() const override { return _stationaryPosition.GetPositionY(); }
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float GetStationaryZ() const override { return _stationaryPosition.GetPositionZ(); }
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float GetStationaryO() const override { return _stationaryPosition.GetOrientation(); }
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Position const& GetStationaryPosition() const override { return _stationaryPosition; }
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void RelocateStationaryPosition(Position const& pos) { _stationaryPosition.Relocate(pos); }
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Milliseconds const* GetLineStartTime(LocaleConstant locale, int32 lineId) const;
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@@ -405,12 +405,9 @@ class TC_GAME_API GameObject : public WorldObject, public GridObject<GameObject>
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Transport* ToTransport() { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MAP_OBJ_TRANSPORT) return reinterpret_cast<Transport*>(this); else return nullptr; }
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Transport const* ToTransport() const { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MAP_OBJ_TRANSPORT) return reinterpret_cast<Transport const*>(this); else return nullptr; }
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float GetStationaryX() const override { return m_stationaryPosition.GetPositionX(); }
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float GetStationaryY() const override { return m_stationaryPosition.GetPositionY(); }
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float GetStationaryZ() const override { return m_stationaryPosition.GetPositionZ(); }
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float GetStationaryO() const override { return m_stationaryPosition.GetOrientation(); }
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Position const& GetStationaryPosition() const { return m_stationaryPosition; }
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Position const& GetStationaryPosition() const override { return m_stationaryPosition; }
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void RelocateStationaryPosition(float x, float y, float z, float o) { m_stationaryPosition.Relocate(x, y, z, o); }
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void RelocateStationaryPosition(Position const& pos) { m_stationaryPosition.Relocate(pos); }
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void AfterRelocation();
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@@ -465,10 +465,7 @@ void Object::BuildMovementUpdate(ByteBuffer* data, CreateObjectBits flags, Playe
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if (flags.Stationary)
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{
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WorldObject const* self = static_cast<WorldObject const*>(this);
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*data << float(self->GetStationaryX());
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*data << float(self->GetStationaryY());
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*data << float(self->GetStationaryZ());
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*data << float(self->GetStationaryO());
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*data << self->GetStationaryPosition().PositionXYZOStream();
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}
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if (flags.CombatVictim)
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@@ -911,10 +911,7 @@ class TC_GAME_API WorldObject : public Object, public WorldLocation
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MovementInfo m_movementInfo;
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virtual float GetStationaryX() const { return GetPositionX(); }
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virtual float GetStationaryY() const { return GetPositionY(); }
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virtual float GetStationaryZ() const { return GetPositionZ(); }
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virtual float GetStationaryO() const { return GetOrientation(); }
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virtual Position const& GetStationaryPosition() const { return *this; }
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float GetFloorZ() const;
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virtual float GetCollisionHeight() const { return 0.0f; }
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@@ -69,10 +69,7 @@ public:
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ObjectGuid GetOwnerGUID() const override { return *m_sceneObjectData->CreatedBy; }
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uint32 GetFaction() const override { return 0; }
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float GetStationaryX() const override { return _stationaryPosition.GetPositionX(); }
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float GetStationaryY() const override { return _stationaryPosition.GetPositionY(); }
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float GetStationaryZ() const override { return _stationaryPosition.GetPositionZ(); }
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float GetStationaryO() const override { return _stationaryPosition.GetOrientation(); }
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Position const& GetStationaryPosition() const override { return _stationaryPosition; }
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void RelocateStationaryPosition(Position const& pos) { _stationaryPosition.Relocate(pos); }
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void SetCreatedBySpellCast(ObjectGuid castId) { _createdBySpellCast = castId; }
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