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Get rid of monster movement flags, since it's really spline flags.
Thanks to Ralek for research.
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4a3081e7d5
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20 changed files with 206 additions and 182 deletions
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@ -143,7 +143,7 @@ bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint3
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creature.addUnitState(UNIT_STAT_ROAMING_MOVE);
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if (creature.canFly())
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creature.AddMonsterMoveFlag(MONSTER_MOVE_FLY);
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creature.AddSplineFlag(SPLINEFLAG_UNKNOWN7);
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// Now we re-set destination to same node and start travel
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const WaypointNode &node = i_path->at(i_currentNode);
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@ -218,7 +218,7 @@ bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint3
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creature.addUnitState(UNIT_STAT_ROAMING_MOVE);
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if (creature.canFly())
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creature.AddMonsterMoveFlag(MONSTER_MOVE_FLY);
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creature.AddSplineFlag(SPLINEFLAG_UNKNOWN7);
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const WaypointNode &node = i_path->at(i_currentNode);
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i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z);
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@ -292,7 +292,7 @@ void FlightPathMovementGenerator::Initialize(Player &player)
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// do not send movement, it was sent already
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i_destinationHolder.SetDestination(traveller, i_path[i_currentNode].x, i_path[i_currentNode].y, i_path[i_currentNode].z, false);
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player.SendMonsterMoveByPath(GetPath(),GetCurrentNode(),GetPathAtMapEnd(),MONSTER_MOVE_SPLINE_FLY);
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player.SendMonsterMoveByPath(GetPath(),GetCurrentNode(),GetPathAtMapEnd(), SplineFlags(SPLINEFLAG_WALKMODE|SPLINEFLAG_FLYING));
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}
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void FlightPathMovementGenerator::Finalize(Player & player)
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