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-rw-r--r--src/game/PointMovementGenerator.cpp14
1 files changed, 0 insertions, 14 deletions
diff --git a/src/game/PointMovementGenerator.cpp b/src/game/PointMovementGenerator.cpp
index 23012f7e170..10f8357ef87 100644
--- a/src/game/PointMovementGenerator.cpp
+++ b/src/game/PointMovementGenerator.cpp
@@ -17,14 +17,12 @@
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
-
#include "PointMovementGenerator.h"
#include "Errors.h"
#include "Creature.h"
#include "CreatureAI.h"
#include "DestinationHolderImp.h"
#include "World.h"
-
//----- Point Movement Generator
template<class T>
void PointMovementGenerator<T>::Initialize(T &unit)
@@ -34,13 +32,11 @@ void PointMovementGenerator<T>::Initialize(T &unit)
// knockback effect has UNIT_STAT_JUMPING set,so if here we disable sentmonstermove there will be creature position sync problem between client and server
i_destinationHolder.SetDestination(traveller,i_x,i_y,i_z, true /* !unit.hasUnitState(UNIT_STAT_JUMPING)*/);
}
-
template<class T>
bool PointMovementGenerator<T>::Update(T &unit, const uint32 &diff)
{
if(!&unit)
return false;
-
if(unit.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED))
{
if(unit.hasUnitState(UNIT_STAT_CHARGING))
@@ -48,21 +44,16 @@ bool PointMovementGenerator<T>::Update(T &unit, const uint32 &diff)
else
return true;
}
-
Traveller<T> traveller(unit);
-
i_destinationHolder.UpdateTraveller(traveller, diff);
-
if(i_destinationHolder.HasArrived())
{
unit.clearUnitState(UNIT_STAT_MOVE);
arrived = true;
return false;
}
-
return true;
}
-
template<class T>
void PointMovementGenerator<T>:: Finalize(T &unit)
{
@@ -71,12 +62,10 @@ void PointMovementGenerator<T>:: Finalize(T &unit)
if(arrived) // without this crash!
MovementInform(unit);
}
-
template<class T>
void PointMovementGenerator<T>::MovementInform(T &unit)
{
}
-
template <> void PointMovementGenerator<Creature>::MovementInform(Creature &unit)
{
if(id == EVENT_FALL_GROUND)
@@ -86,16 +75,13 @@ template <> void PointMovementGenerator<Creature>::MovementInform(Creature &unit
}
unit.AI()->MovementInform(POINT_MOTION_TYPE, id);
}
-
template void PointMovementGenerator<Player>::Initialize(Player&);
template bool PointMovementGenerator<Player>::Update(Player &, const uint32 &diff);
template void PointMovementGenerator<Player>::MovementInform(Player&);
template void PointMovementGenerator<Player>::Finalize(Player&);
-
template void PointMovementGenerator<Creature>::Initialize(Creature&);
template bool PointMovementGenerator<Creature>::Update(Creature&, const uint32 &diff);
template void PointMovementGenerator<Creature>::Finalize(Creature&);
-
void AssistanceMovementGenerator::Finalize(Unit &unit)
{
((Creature*)&unit)->SetNoCallAssistance(false);