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[Sync] Some long overdue project sync
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76 changed files with 1693 additions and 1489 deletions
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@ -68,10 +68,10 @@ namespace Movement
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if (transportInfo)
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transportInfo->GetLocalPosition(real_position.x, real_position.y, real_position.z, real_position.orientation);
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// there is a big chane that current position is unknown if current state is not finalized, need compute it
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// there is a big chance that current position is unknown if current state is not finalized, need compute it
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// this also allows calculate spline position and update map position in much greater intervals
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if (!move_spline.Finalized() && !transportInfo)
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real_position = move_spline.ComputePosition();
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{ real_position = move_spline.ComputePosition(); }
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if (args.path.empty())
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{
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@ -92,10 +92,10 @@ namespace Movement
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moveFlags |= MOVEFLAG_FORWARD;
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if (args.velocity == 0.f)
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args.velocity = unit.GetSpeed(SelectSpeedType(moveFlags));
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{ args.velocity = unit.GetSpeed(SelectSpeedType(moveFlags)); }
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if (!args.Validate(&unit))
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return 0;
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{ return 0; }
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unit.m_movementInfo.SetMovementFlags((MovementFlags)moveFlags);
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move_spline.Initialize(args);
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@ -132,7 +132,7 @@ namespace Movement
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if (transportInfo)
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transportInfo->GetLocalPosition(real_position.x, real_position.y, real_position.z, real_position.orientation);
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// there is a big chane that current position is unknown if current state is not finalized, need compute it
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// there is a big chance that current position is unknown if current state is not finalized, need compute it
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// this also allows calculate spline position and update map position in much greater intervals
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if (!move_spline.Finalized() && !transportInfo)
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real_position = move_spline.ComputePosition();
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@ -143,7 +143,7 @@ namespace Movement
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MoveTo(real_position);
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}
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// corrent first vertex
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// current first vertex
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args.path[0] = real_position;
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args.flags = MoveSplineFlag::Done;
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