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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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@ -341,15 +341,18 @@ void FleeingMovementGenerator<Creature>::Finalize(Creature &owner)
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}
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template<class T>
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void
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FleeingMovementGenerator<T>::Reset(T &owner)
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void FleeingMovementGenerator<T>::Interrupt(T &owner)
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{
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}
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template<class T>
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void FleeingMovementGenerator<T>::Reset(T &owner)
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{
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Initialize(owner);
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}
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template<class T>
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bool
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FleeingMovementGenerator<T>::Update(T &owner, const uint32 & time_diff)
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bool FleeingMovementGenerator<T>::Update(T &owner, const uint32 & time_diff)
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{
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if( !&owner || !owner.isAlive() )
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return false;
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@ -386,6 +389,8 @@ template bool FleeingMovementGenerator<Player>::_getPoint(Player &, float &, flo
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template bool FleeingMovementGenerator<Creature>::_getPoint(Creature &, float &, float &, float &);
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template void FleeingMovementGenerator<Player>::_setTargetLocation(Player &);
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template void FleeingMovementGenerator<Creature>::_setTargetLocation(Creature &);
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template void FleeingMovementGenerator<Player>::Interrupt(Player &);
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template void FleeingMovementGenerator<Creature>::Interrupt(Creature &);
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template void FleeingMovementGenerator<Player>::Reset(Player &);
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template void FleeingMovementGenerator<Creature>::Reset(Creature &);
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template bool FleeingMovementGenerator<Player>::Update(Player &, const uint32 &);
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