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Various Cleanups (game Q-R)
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10 changed files with 246 additions and 246 deletions
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@ -25,7 +25,7 @@
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#include "movement/MoveSpline.h"
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template<>
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RandomMovementGenerator<Creature>::RandomMovementGenerator(const Creature & creature)
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RandomMovementGenerator<Creature>::RandomMovementGenerator(const Creature& creature)
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{
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float respX, respY, respZ, respO, wander_distance;
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creature.GetRespawnCoord(respX, respY, respZ, &respO, &wander_distance);
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@ -39,7 +39,7 @@ RandomMovementGenerator<Creature>::RandomMovementGenerator(const Creature & crea
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}
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template<>
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void RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
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void RandomMovementGenerator<Creature>::_setRandomLocation(Creature& creature)
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{
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const float angle = rand_norm_f() * (M_PI_F*2.0f);
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const float range = rand_norm_f() * i_radius;
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@ -63,7 +63,7 @@ void RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
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}
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template<>
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void RandomMovementGenerator<Creature>::Initialize(Creature &creature)
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void RandomMovementGenerator<Creature>::Initialize(Creature& creature)
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{
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if (!creature.isAlive())
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return;
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@ -73,27 +73,27 @@ void RandomMovementGenerator<Creature>::Initialize(Creature &creature)
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}
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template<>
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void RandomMovementGenerator<Creature>::Reset(Creature &creature)
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void RandomMovementGenerator<Creature>::Reset(Creature& creature)
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{
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Initialize(creature);
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}
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template<>
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void RandomMovementGenerator<Creature>::Interrupt(Creature &creature)
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void RandomMovementGenerator<Creature>::Interrupt(Creature& creature)
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{
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creature.clearUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
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creature.SetWalk(false);
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}
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template<>
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void RandomMovementGenerator<Creature>::Finalize(Creature &creature)
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void RandomMovementGenerator<Creature>::Finalize(Creature& creature)
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{
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creature.clearUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
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creature.SetWalk(false);
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}
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template<>
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bool RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff)
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bool RandomMovementGenerator<Creature>::Update(Creature& creature, const uint32& diff)
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{
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if (creature.hasUnitState(UNIT_STAT_NOT_MOVE))
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{
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