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[11754] Implement jump (parabolic movement) effect
Also correct destination calculation in Unit::KnockBackFrom - now spline knockback effect works similar to client's effect (same amplitude, speed etc)
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12 changed files with 58 additions and 25 deletions
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@ -312,7 +312,7 @@ void FlightPathMovementGenerator::Reset(Player & player)
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bool FlightPathMovementGenerator::Update(Player &player, const uint32 &diff)
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{
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int32 pointId = player.movespline->currentPathIdx();
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uint32 pointId = (uint32)player.movespline->currentPathIdx();
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// currentPathIdx returns lastIdx + 1 at arrive
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while (i_currentNode < pointId)
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{
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