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[8282] Correct typo in SetStoppedByPlayer() and it's related.
Signed-off-by: NoFantasy <nofantasy@nf.no>
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parent
a56f9ea6de
commit
8e6386aac0
3 changed files with 10 additions and 10 deletions
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@ -106,7 +106,7 @@ bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint3
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{
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if( i_nextMoveTime.Passed()) // Timer has elapsed, meaning this part controlled it
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{
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SetStopedByPlayer(false);
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SetStoppedByPlayer(false);
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// Now we re-set destination to same node and start travel
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creature.addUnitState(UNIT_STAT_ROAMING);
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if (creature.canFly())
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@ -117,11 +117,11 @@ bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint3
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}
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else // if( !i_nextMoveTime.Passed())
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{ // unexpected end of timer && creature stopped && not at end of segment
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if (!IsStopedByPlayer())
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if (!IsStoppedByPlayer())
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{ // Put 30 seconds delay
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i_destinationHolder.IncreaseTravelTime(STOP_TIME_FOR_PLAYER);
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i_nextMoveTime.Reset(STOP_TIME_FOR_PLAYER);
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SetStopedByPlayer(true); // Mark we did it
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SetStoppedByPlayer(true); // Mark we did it
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}
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}
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return true; // Abort here this update
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@ -194,7 +194,7 @@ bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint3
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else // If not stopped then stop it and set the reset of TimeTracker to waittime
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{
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creature.StopMoving();
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SetStopedByPlayer(false);
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SetStoppedByPlayer(false);
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i_nextMoveTime.Reset(i_path->at(i_currentNode).delay);
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++i_currentNode;
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if( i_currentNode >= i_path->size() )
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