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[9188] Implement MoveGen::Interrupt call.
It can be used in time when need do some tasks before another movement generator add on top to motion stack. This just finish pair Interrupt->Reset similar Initilize->Finilize In general movementgenerator have states: Initilize=>Interrupt<=>[-some addition movegen->]<=>Reset=>Finalize
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14 changed files with 61 additions and 24 deletions
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@ -86,8 +86,12 @@ ConfusedMovementGenerator<Player>::_InitSpecific(Player &, bool &is_water_ok, bo
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}
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template<class T>
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void
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ConfusedMovementGenerator<T>::Reset(T &unit)
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void ConfusedMovementGenerator<T>::Interrupt(T &unit)
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{
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}
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template<class T>
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void ConfusedMovementGenerator<T>::Reset(T &unit)
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{
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i_nextMove = 1;
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i_nextMoveTime.Reset(0);
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@ -96,8 +100,7 @@ ConfusedMovementGenerator<T>::Reset(T &unit)
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}
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template<class T>
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bool
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ConfusedMovementGenerator<T>::Update(T &unit, const uint32 &diff)
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bool ConfusedMovementGenerator<T>::Update(T &unit, const uint32 &diff)
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{
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if(!&unit)
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return true;
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@ -154,6 +157,8 @@ void ConfusedMovementGenerator<Creature>::Finalize(Creature &unit)
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template void ConfusedMovementGenerator<Player>::Initialize(Player &player);
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template void ConfusedMovementGenerator<Creature>::Initialize(Creature &creature);
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template void ConfusedMovementGenerator<Player>::Interrupt(Player &player);
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template void ConfusedMovementGenerator<Creature>::Interrupt(Creature &creature);
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template void ConfusedMovementGenerator<Player>::Reset(Player &player);
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template void ConfusedMovementGenerator<Creature>::Reset(Creature &creature);
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template bool ConfusedMovementGenerator<Player>::Update(Player &player, const uint32 &diff);
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