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Various Cleanups (game T-Z)
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parent
08fd085549
commit
6379a746d7
34 changed files with 2858 additions and 2852 deletions
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@ -27,7 +27,7 @@
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//-----------------------------------------------//
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template<class T, typename D>
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void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T &owner)
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void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T& owner)
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{
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if (!i_target.isValid() || !i_target->IsInWorld())
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return;
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@ -48,7 +48,7 @@ void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T &owner)
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else if (!i_offset)
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{
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// to nearest contact position
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i_target->GetContactPoint( &owner, x, y, z );
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i_target->GetContactPoint(&owner, x, y, z);
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}
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else
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{
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@ -73,14 +73,14 @@ void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T &owner)
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return;
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*/
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if(!i_path)
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if (!i_path)
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i_path = new PathFinder(&owner);
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// allow pets following their master to cheat while generating paths
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bool forceDest = (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->IsPet()
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&& owner.hasUnitState(UNIT_STAT_FOLLOW));
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&& owner.hasUnitState(UNIT_STAT_FOLLOW));
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i_path->calculate(x, y, z, forceDest);
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if(i_path->getPathType() & PATHFIND_NOPATH)
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if (i_path->getPathType() & PATHFIND_NOPATH)
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return;
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D::_addUnitStateMove(owner);
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@ -120,7 +120,7 @@ void TargetedMovementGeneratorMedium<Creature,FollowMovementGenerator<Creature>
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}
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template<class T, typename D>
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bool TargetedMovementGeneratorMedium<T,D>::Update(T &owner, const uint32 & time_diff)
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bool TargetedMovementGeneratorMedium<T,D>::Update(T& owner, const uint32& time_diff)
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{
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if (!i_target.isValid() || !i_target->IsInWorld())
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return false;
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@ -189,21 +189,21 @@ bool TargetedMovementGeneratorMedium<T,D>::Update(T &owner, const uint32 & time_
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//-----------------------------------------------//
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template<class T>
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void ChaseMovementGenerator<T>::_reachTarget(T &owner)
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void ChaseMovementGenerator<T>::_reachTarget(T& owner)
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{
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if (owner.CanReachWithMeleeAttack(this->i_target.getTarget()))
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owner.Attack(this->i_target.getTarget(),true);
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}
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template<>
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void ChaseMovementGenerator<Player>::Initialize(Player &owner)
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void ChaseMovementGenerator<Player>::Initialize(Player& owner)
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{
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owner.addUnitState(UNIT_STAT_CHASE|UNIT_STAT_CHASE_MOVE);
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_setTargetLocation(owner);
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}
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template<>
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void ChaseMovementGenerator<Creature>::Initialize(Creature &owner)
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void ChaseMovementGenerator<Creature>::Initialize(Creature& owner)
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{
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owner.SetWalk(false);
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owner.addUnitState(UNIT_STAT_CHASE|UNIT_STAT_CHASE_MOVE);
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@ -211,19 +211,19 @@ void ChaseMovementGenerator<Creature>::Initialize(Creature &owner)
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}
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template<class T>
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void ChaseMovementGenerator<T>::Finalize(T &owner)
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void ChaseMovementGenerator<T>::Finalize(T& owner)
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{
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owner.clearUnitState(UNIT_STAT_CHASE|UNIT_STAT_CHASE_MOVE);
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}
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template<class T>
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void ChaseMovementGenerator<T>::Interrupt(T &owner)
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void ChaseMovementGenerator<T>::Interrupt(T& owner)
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{
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owner.clearUnitState(UNIT_STAT_CHASE|UNIT_STAT_CHASE_MOVE);
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}
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template<class T>
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void ChaseMovementGenerator<T>::Reset(T &owner)
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void ChaseMovementGenerator<T>::Reset(T& owner)
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{
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Initialize(owner);
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}
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@ -242,13 +242,13 @@ bool FollowMovementGenerator<Player>::EnableWalking() const
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}
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template<>
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void FollowMovementGenerator<Player>::_updateSpeed(Player &/*u*/)
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void FollowMovementGenerator<Player>::_updateSpeed(Player& /*u*/)
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{
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// nothing to do for Player
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}
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template<>
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void FollowMovementGenerator<Creature>::_updateSpeed(Creature &u)
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void FollowMovementGenerator<Creature>::_updateSpeed(Creature& u)
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{
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// pet only sync speed with owner
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if (!((Creature&)u).IsPet() || !i_target.isValid() || i_target->GetObjectGuid() != u.GetOwnerGuid())
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@ -260,7 +260,7 @@ void FollowMovementGenerator<Creature>::_updateSpeed(Creature &u)
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}
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template<>
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void FollowMovementGenerator<Player>::Initialize(Player &owner)
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void FollowMovementGenerator<Player>::Initialize(Player& owner)
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{
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owner.addUnitState(UNIT_STAT_FOLLOW|UNIT_STAT_FOLLOW_MOVE);
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_updateSpeed(owner);
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@ -268,7 +268,7 @@ void FollowMovementGenerator<Player>::Initialize(Player &owner)
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}
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template<>
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void FollowMovementGenerator<Creature>::Initialize(Creature &owner)
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void FollowMovementGenerator<Creature>::Initialize(Creature& owner)
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{
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owner.addUnitState(UNIT_STAT_FOLLOW|UNIT_STAT_FOLLOW_MOVE);
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_updateSpeed(owner);
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@ -276,47 +276,47 @@ void FollowMovementGenerator<Creature>::Initialize(Creature &owner)
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}
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template<class T>
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void FollowMovementGenerator<T>::Finalize(T &owner)
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void FollowMovementGenerator<T>::Finalize(T& owner)
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{
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owner.clearUnitState(UNIT_STAT_FOLLOW|UNIT_STAT_FOLLOW_MOVE);
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_updateSpeed(owner);
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}
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template<class T>
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void FollowMovementGenerator<T>::Interrupt(T &owner)
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void FollowMovementGenerator<T>::Interrupt(T& owner)
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{
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owner.clearUnitState(UNIT_STAT_FOLLOW|UNIT_STAT_FOLLOW_MOVE);
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_updateSpeed(owner);
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}
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template<class T>
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void FollowMovementGenerator<T>::Reset(T &owner)
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void FollowMovementGenerator<T>::Reset(T& owner)
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{
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Initialize(owner);
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}
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//-----------------------------------------------//
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template void TargetedMovementGeneratorMedium<Player,ChaseMovementGenerator<Player> >::_setTargetLocation(Player &);
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template void TargetedMovementGeneratorMedium<Player,FollowMovementGenerator<Player> >::_setTargetLocation(Player &);
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template void TargetedMovementGeneratorMedium<Creature,ChaseMovementGenerator<Creature> >::_setTargetLocation(Creature &);
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template void TargetedMovementGeneratorMedium<Creature,FollowMovementGenerator<Creature> >::_setTargetLocation(Creature &);
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template bool TargetedMovementGeneratorMedium<Player,ChaseMovementGenerator<Player> >::Update(Player &, const uint32 &);
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template bool TargetedMovementGeneratorMedium<Player,FollowMovementGenerator<Player> >::Update(Player &, const uint32 &);
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template bool TargetedMovementGeneratorMedium<Creature,ChaseMovementGenerator<Creature> >::Update(Creature &, const uint32 &);
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template bool TargetedMovementGeneratorMedium<Creature,FollowMovementGenerator<Creature> >::Update(Creature &, const uint32 &);
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template void TargetedMovementGeneratorMedium<Player,ChaseMovementGenerator<Player> >::_setTargetLocation(Player&);
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template void TargetedMovementGeneratorMedium<Player,FollowMovementGenerator<Player> >::_setTargetLocation(Player&);
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template void TargetedMovementGeneratorMedium<Creature,ChaseMovementGenerator<Creature> >::_setTargetLocation(Creature&);
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template void TargetedMovementGeneratorMedium<Creature,FollowMovementGenerator<Creature> >::_setTargetLocation(Creature&);
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template bool TargetedMovementGeneratorMedium<Player,ChaseMovementGenerator<Player> >::Update(Player&, const uint32&);
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template bool TargetedMovementGeneratorMedium<Player,FollowMovementGenerator<Player> >::Update(Player&, const uint32&);
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template bool TargetedMovementGeneratorMedium<Creature,ChaseMovementGenerator<Creature> >::Update(Creature&, const uint32&);
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template bool TargetedMovementGeneratorMedium<Creature,FollowMovementGenerator<Creature> >::Update(Creature&, const uint32&);
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template void ChaseMovementGenerator<Player>::_reachTarget(Player &);
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template void ChaseMovementGenerator<Creature>::_reachTarget(Creature &);
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template void ChaseMovementGenerator<Player>::Finalize(Player &);
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template void ChaseMovementGenerator<Creature>::Finalize(Creature &);
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template void ChaseMovementGenerator<Player>::Interrupt(Player &);
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template void ChaseMovementGenerator<Creature>::Interrupt(Creature &);
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template void ChaseMovementGenerator<Player>::Reset(Player &);
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template void ChaseMovementGenerator<Creature>::Reset(Creature &);
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template void ChaseMovementGenerator<Player>::_reachTarget(Player&);
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template void ChaseMovementGenerator<Creature>::_reachTarget(Creature&);
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template void ChaseMovementGenerator<Player>::Finalize(Player&);
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template void ChaseMovementGenerator<Creature>::Finalize(Creature&);
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template void ChaseMovementGenerator<Player>::Interrupt(Player&);
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template void ChaseMovementGenerator<Creature>::Interrupt(Creature&);
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template void ChaseMovementGenerator<Player>::Reset(Player&);
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template void ChaseMovementGenerator<Creature>::Reset(Creature&);
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template void FollowMovementGenerator<Player>::Finalize(Player &);
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template void FollowMovementGenerator<Creature>::Finalize(Creature &);
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template void FollowMovementGenerator<Player>::Interrupt(Player &);
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template void FollowMovementGenerator<Creature>::Interrupt(Creature &);
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template void FollowMovementGenerator<Player>::Reset(Player &);
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template void FollowMovementGenerator<Creature>::Reset(Creature &);
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template void FollowMovementGenerator<Player>::Finalize(Player&);
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template void FollowMovementGenerator<Creature>::Finalize(Creature&);
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template void FollowMovementGenerator<Player>::Interrupt(Player&);
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template void FollowMovementGenerator<Creature>::Interrupt(Creature&);
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template void FollowMovementGenerator<Player>::Reset(Player&);
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template void FollowMovementGenerator<Creature>::Reset(Creature&);
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