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Fixed bug with not send not finished move for recently visible creature with waypoint movement generator.
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1 changed files with 7 additions and 0 deletions
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@ -105,6 +105,10 @@ public PathMovementBase<Creature, WaypointPath*>
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// statics
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// statics
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static void Initialize(void);
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static void Initialize(void);
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// allow use for overwrite empty implementation
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bool GetDestination(float& x, float& y, float& z) const { return PathMovementBase<Creature, WaypointPath*>::GetDestination(x,y,z); }
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private:
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private:
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void ClearWaypoints();
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void ClearWaypoints();
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@ -138,5 +142,8 @@ public PathMovementBase<Player>
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bool HasArrived() const { return (i_currentNode >= i_path.Size()); }
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bool HasArrived() const { return (i_currentNode >= i_path.Size()); }
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void SetCurrentNodeAfterTeleport();
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void SetCurrentNodeAfterTeleport();
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void SkipCurrentNode() { ++i_currentNode; }
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void SkipCurrentNode() { ++i_currentNode; }
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// allow use for overwrite empty implementation
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bool GetDestination(float& x, float& y, float& z) const { return PathMovementBase<Player>::GetDestination(x,y,z); }
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};
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};
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#endif
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#endif
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