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-rw-r--r--src/game/IdleMovementGenerator.cpp19
1 files changed, 18 insertions, 1 deletions
diff --git a/src/game/IdleMovementGenerator.cpp b/src/game/IdleMovementGenerator.cpp
index 770020205c4..7c68e3c09f5 100644
--- a/src/game/IdleMovementGenerator.cpp
+++ b/src/game/IdleMovementGenerator.cpp
@@ -17,10 +17,13 @@
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
+
#include "IdleMovementGenerator.h"
#include "CreatureAI.h"
#include "Creature.h"
+
IdleMovementGenerator si_idleMovement;
+
// StopMoving is needed to make unit stop if its last movement generator expires
// But it should not be sent otherwise there are many redundent packets
void IdleMovementGenerator::Initialize(Unit &owner)
@@ -28,21 +31,27 @@ void IdleMovementGenerator::Initialize(Unit &owner)
if(owner.hasUnitState(UNIT_STAT_MOVE))
owner.StopMoving();
}
+
void
IdleMovementGenerator::Reset(Unit& owner)
{
if(owner.hasUnitState(UNIT_STAT_MOVE))
owner.StopMoving();
}
+
void RotateMovementGenerator::Initialize(Unit& owner)
{
if(owner.hasUnitState(UNIT_STAT_MOVE))
owner.StopMoving();
+
if(owner.getVictim())
owner.SetInFront(owner.getVictim());
+
owner.addUnitState(UNIT_STAT_ROTATING);
- owner.AttackStop();
+
+ owner.AttackStop();
}
+
bool RotateMovementGenerator::Update(Unit& owner, const uint32& diff)
{
float angle = owner.GetOrientation();
@@ -58,36 +67,44 @@ bool RotateMovementGenerator::Update(Unit& owner, const uint32& diff)
}
owner.SetOrientation(angle);
owner.SendMovementFlagUpdate(); // this is a hack. we do not have anything correct to send in the beginning
+
if(m_duration > diff)
m_duration -= diff;
else
return false;
+
return true;
}
+
void RotateMovementGenerator::Finalize(Unit &unit)
{
unit.clearUnitState(UNIT_STAT_ROTATING);
if(unit.GetTypeId() == TYPEID_UNIT)
((Creature*)&unit)->AI()->MovementInform(ROTATE_MOTION_TYPE, 0);
}
+
void
DistractMovementGenerator::Initialize(Unit& owner)
{
owner.addUnitState(UNIT_STAT_DISTRACTED);
}
+
void
DistractMovementGenerator::Finalize(Unit& owner)
{
owner.clearUnitState(UNIT_STAT_DISTRACTED);
}
+
bool
DistractMovementGenerator::Update(Unit& owner, const uint32& time_diff)
{
if(time_diff > m_timer)
return false;
+
m_timer -= time_diff;
return true;
}
+
void
AssistanceDistractMovementGenerator::Finalize(Unit &unit)
{