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https://github.com/mangosfour/server.git
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[0020] Update splines. Author: @Shauren.
Also use movement StatusInfo for players to write movement information. Signed-off-by: Yaki Khadafi <elsoldollo@gmail.com>
This commit is contained in:
parent
bce3248acc
commit
ef498a7689
10 changed files with 243 additions and 182 deletions
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@ -133,16 +133,29 @@ void Object::BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) c
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if (target == this) // building packet for yourself
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updateFlags |= UPDATEFLAG_SELF;
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switch (GetObjectGuid().GetHigh())
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{
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case HIGHGUID_PLAYER:
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case HIGHGUID_PET:
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case HIGHGUID_CORPSE:
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case HIGHGUID_DYNAMICOBJECT:
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updatetype = UPDATETYPE_CREATE_OBJECT2;
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break;
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case HIGHGUID_UNIT:
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{
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Creature* creature = (Creature*)this;
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if (creature->IsTemporarySummon() && ((TemporarySummon*)this)->GetSummonerGuid().IsPlayer())
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updatetype = UPDATETYPE_CREATE_OBJECT2;
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break;
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}
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case HIGHGUID_GAMEOBJECT:
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{
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if (((GameObject*)this)->GetOwnerGuid().IsPlayer())
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updatetype = UPDATETYPE_CREATE_OBJECT2;
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}
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}
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if (updateFlags & UPDATEFLAG_HAS_POSITION)
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{
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// UPDATETYPE_CREATE_OBJECT2 dynamic objects, corpses...
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if (isType(TYPEMASK_DYNAMICOBJECT) || isType(TYPEMASK_CORPSE) || isType(TYPEMASK_PLAYER))
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updatetype = UPDATETYPE_CREATE_OBJECT2;
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// UPDATETYPE_CREATE_OBJECT2 for pets...
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if (target->GetPetGuid() == GetObjectGuid())
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updatetype = UPDATETYPE_CREATE_OBJECT2;
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// UPDATETYPE_CREATE_OBJECT2 for some gameobject types...
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if (isType(TYPEMASK_GAMEOBJECT))
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{
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@ -243,88 +256,112 @@ void Object::BuildMovementUpdate(ByteBuffer * data, uint16 updateFlags) const
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data->WriteBit(false);
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data->WriteBit(updateFlags & UPDATEFLAG_POSITION); // flags & UPDATEFLAG_HAS_POSITION Game Object Position
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data->WriteBit(updateFlags & UPDATEFLAG_HAS_POSITION); // Stationary Position
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data->WriteBit(false);
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data->WriteBit(updateFlags & UPDATEFLAG_TRANSPORT_ARR);
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data->WriteBit(false);
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data->WriteBit(updateFlags & UPDATEFLAG_TRANSPORT);
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bool hasTransport = false,
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isSplineEnabled = false,
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hasPitch = false,
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hasFallData = false,
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hasFallDirection = false,
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hasElevation = false,
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hasOrientation = !isType(TYPEMASK_ITEM),
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hasTimeStamp = true,
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hasTransportTime2 = false,
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hasTransportTime3 = false;
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if (isType(TYPEMASK_UNIT))
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{
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Unit const* unit = (Unit const*)this;
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hasTransport = !unit->m_movementInfo.GetTransportGuid().IsEmpty();
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isSplineEnabled = unit->IsSplineEnabled();
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if (GetTypeId() == TYPEID_PLAYER)
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{
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// use flags received from client as they are more correct
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hasPitch = unit->m_movementInfo.GetStatusInfo().hasPitch;
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hasFallData = unit->m_movementInfo.GetStatusInfo().hasFallData;
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hasFallDirection = unit->m_movementInfo.GetStatusInfo().hasFallDirection;
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hasElevation = unit->m_movementInfo.GetStatusInfo().hasSplineElevation;
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hasTransportTime2 = unit->m_movementInfo.GetStatusInfo().hasTransportTime2;
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hasTransportTime3 = unit->m_movementInfo.GetStatusInfo().hasTransportTime3;
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}
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else
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{
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hasPitch = unit->m_movementInfo.HasMovementFlag(MovementFlags(MOVEFLAG_SWIMMING | MOVEFLAG_FLYING)) ||
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unit->m_movementInfo.HasMovementFlag2(MOVEFLAG2_ALLOW_PITCHING);
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hasFallData = unit->m_movementInfo.HasMovementFlag2(MOVEFLAG2_INTERP_TURNING);
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hasFallDirection = unit->m_movementInfo.HasMovementFlag(MOVEFLAG_FALLING);
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hasElevation = unit->m_movementInfo.HasMovementFlag(MOVEFLAG_SPLINE_ELEVATION);
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}
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}
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if (updateFlags & UPDATEFLAG_LIVING)
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{
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Unit const* unit = (Unit const*)this;
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bool hasTransport = unit->m_movementInfo.GetTransportGuid();
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bool isSplineEnabled = unit->IsSplineEnabled();
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bool hasPitch = ((unit->m_movementInfo.GetMovementFlags() & (MOVEFLAG_SWIMMING | MOVEFLAG_FLYING)) ||
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(unit->m_movementInfo.GetMovementFlags2() & MOVEFLAG2_ALLOW_PITCHING));
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bool haveFallData = unit->m_movementInfo.GetMovementFlags2() & MOVEFLAG2_INTERP_TURNING;
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bool hasFallDirection = unit->m_movementInfo.GetMovementFlags() & MOVEFLAG_FALLING;
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bool hasElevation = unit->m_movementInfo.GetMovementFlags() & MOVEFLAG_SPLINE_ELEVATION;
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bool hasOrientation = GetTypeId() != TYPEID_ITEM && GetTypeId() != TYPEID_CONTAINER;
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data->WriteBit(!(unit->m_movementInfo.GetMovementFlags()));
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data->WriteBit(!unit->m_movementInfo.GetMovementFlags());
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data->WriteBit(!hasOrientation);
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data->WriteGuidMask<7, 3, 2>(Guid);
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if(unit->m_movementInfo.GetMovementFlags())
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if (unit->m_movementInfo.GetMovementFlags())
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data->WriteBits(unit->m_movementInfo.GetMovementFlags(), 30);
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data->WriteBit(false);
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data->WriteBit(false);
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data->WriteBit(!hasPitch);
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data->WriteBit(isSplineEnabled);
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data->WriteBit(haveFallData);
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data->WriteBit(hasFallData);
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data->WriteBit(!hasElevation);
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data->WriteGuidMask<5>(Guid);
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data->WriteBit(hasTransport);
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data->WriteBit(false); // hasTimeStamp == true
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data->WriteBit(!hasTimeStamp);
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if (hasTransport)
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{
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ObjectGuid tGuid = unit->m_movementInfo.GetTransportGuid();
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data->WriteGuidMask<1>(tGuid);
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data->WriteBit(false); // hasTransportTime2 == false
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data->WriteBit(hasTransportTime2);
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data->WriteGuidMask<4, 0, 6>(tGuid);
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data->WriteBit(false); // hasTransportTime3 == false
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data->WriteBit(hasTransportTime3);
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data->WriteGuidMask<7, 5, 3, 2>(tGuid);
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}
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data->WriteGuidMask<4>(Guid);
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if (isSplineEnabled)
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{
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data->WriteBit(true); // writeBits == true
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Movement::PacketBuilder::WriteCreateBits(*unit->movespline, *data);
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}
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data->WriteGuidMask<6>(Guid);
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if (haveFallData)
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if (hasFallData)
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data->WriteBit(hasFallDirection);
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data->WriteGuidMask<0, 1>(Guid);
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data->WriteBit(false); // Unknown 4.3.3
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data->WriteBit(!unit->m_movementInfo.GetMovementFlags2());
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if(unit->m_movementInfo.GetMovementFlags2())
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if (unit->m_movementInfo.GetMovementFlags2())
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data->WriteBits(unit->m_movementInfo.GetMovementFlags2(), 12);
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}
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// used only with GO's, placeholder
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if (updateFlags & UPDATEFLAG_POSITION)
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{
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Unit const* unit = (Unit const*)this;
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ObjectGuid transGuid = unit->m_movementInfo.GetTransportGuid();
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ObjectGuid transGuid;
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data->WriteGuidMask<5>(transGuid);
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data->WriteBit(false); // Has GO transport time 3 == false
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data->WriteBit(hasTransportTime3);
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data->WriteGuidMask<0, 3, 6, 1, 4, 2>(transGuid);
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data->WriteBit(false); // Has GO transport time 2 == false
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data->WriteBit(hasTransportTime2);
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data->WriteGuidMask<7>(transGuid);
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}
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if (updateFlags & UPDATEFLAG_HAS_ATTACKING_TARGET)
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{
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ObjectGuid guid;
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if (Unit *victim = ((Unit*)this)->getVictim())
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if (Unit* victim = ((Unit*)this)->getVictim())
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guid = victim->GetObjectGuid();
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data->WriteGuidMask<2, 7, 0, 4, 5, 6, 1, 3>(guid);
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@ -343,41 +380,32 @@ void Object::BuildMovementUpdate(ByteBuffer * data, uint16 updateFlags) const
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{
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Unit const* unit = (Unit const*)this;
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bool hasTransport = unit->m_movementInfo.GetTransportGuid();
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bool isSplineEnabled = unit->IsSplineEnabled();
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bool hasPitch = ((unit->m_movementInfo.GetMovementFlags() & (MOVEFLAG_SWIMMING | MOVEFLAG_FLYING)) ||
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(unit->m_movementInfo.GetMovementFlags2() & MOVEFLAG2_ALLOW_PITCHING));
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bool hasFallData = unit->m_movementInfo.GetMovementFlags2() & MOVEFLAG2_INTERP_TURNING;
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bool hasFallDirection = unit->m_movementInfo.GetMovementFlags() & MOVEFLAG_FALLING;
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bool hasElevation = unit->m_movementInfo.GetMovementFlags() & MOVEFLAG_SPLINE_ELEVATION;
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bool hasOrientation = GetTypeId() != TYPEID_ITEM && GetTypeId() != TYPEID_CONTAINER;
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data->WriteGuidBytes<4>(Guid);
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*data << unit->GetSpeed(MOVE_RUN_BACK);
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*data << float(unit->GetSpeed(MOVE_RUN_BACK));
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if (hasFallData)
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{
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if (hasFallDirection)
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{
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*data << (float)unit->m_movementInfo.GetJumpInfo().cosAngle;
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*data << (float)unit->m_movementInfo.GetJumpInfo().xyspeed;
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*data << (float)unit->m_movementInfo.GetJumpInfo().sinAngle;
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*data << float(unit->m_movementInfo.GetJumpInfo().cosAngle);
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*data << float(unit->m_movementInfo.GetJumpInfo().xyspeed);
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*data << float(unit->m_movementInfo.GetJumpInfo().sinAngle);
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}
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*data << (uint32)unit->m_movementInfo.GetFallTime();
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*data << (float)unit->m_movementInfo.GetJumpInfo().velocity;
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*data << uint32(unit->m_movementInfo.GetFallTime());
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*data << float(unit->m_movementInfo.GetJumpInfo().velocity);
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}
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*data << unit->GetSpeed(MOVE_SWIM_BACK);
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*data << float(unit->GetSpeed(MOVE_SWIM_BACK));
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if (hasElevation)
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*data << unit->m_movementInfo.GetSplineElevation();
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*data << float(unit->m_movementInfo.GetSplineElevation());
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if (isSplineEnabled)
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Movement::PacketBuilder::WriteCreateBytes(*unit->movespline, *data);
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*data << unit->GetPositionZ();
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*data << float(unit->GetPositionZ());
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data->WriteGuidBytes<5>(Guid);
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if (hasTransport)
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@ -385,48 +413,48 @@ void Object::BuildMovementUpdate(ByteBuffer * data, uint16 updateFlags) const
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ObjectGuid tGuid = unit->m_movementInfo.GetTransportGuid();
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data->WriteGuidBytes<5, 7>(tGuid);
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*data << unit->m_movementInfo.GetTransportTime();
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*data << unit->m_movementInfo.GetTransportPos()->o;
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*data << uint32(unit->m_movementInfo.GetTransportTime());
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*data << float(unit->m_movementInfo.GetTransportPos()->o);
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//if (hasTransportTime2)
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// *data << uint32(...);
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if (hasTransportTime2)
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*data << uint32(unit->m_movementInfo.GetTransportTime2());
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*data << unit->m_movementInfo.GetTransportPos()->y;
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*data << unit->m_movementInfo.GetTransportPos()->x;
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*data << float(unit->m_movementInfo.GetTransportPos()->y);
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*data << float(unit->m_movementInfo.GetTransportPos()->x);
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data->WriteGuidBytes<3>(tGuid);
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*data << unit->m_movementInfo.GetTransportPos()->z;
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*data << float(unit->m_movementInfo.GetTransportPos()->z);
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data->WriteGuidBytes<0>(tGuid);
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//if (hasTransportTime3)
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// *data << uint32(...);
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if (hasTransportTime3)
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*data << uint32(unit->m_movementInfo.GetFallTime());
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*data << unit->m_movementInfo.GetTransportSeat();
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*data << int32(unit->m_movementInfo.GetTransportSeat());
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data->WriteGuidBytes<1, 6, 2, 4>(tGuid);
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}
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*data << unit->GetPositionX();
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*data << unit->GetSpeed(MOVE_PITCH_RATE);
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*data << float(unit->GetPositionX());
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*data << float(unit->GetSpeed(MOVE_PITCH_RATE));
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data->WriteGuidBytes<3, 0>(Guid);
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*data << unit->GetSpeed(MOVE_SWIM);
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*data << unit->GetPositionY();
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*data << float(unit->GetSpeed(MOVE_SWIM));
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*data << float(unit->GetPositionY());
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data->WriteGuidBytes<7, 1, 2>(Guid);
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*data << unit->GetSpeed(MOVE_WALK);
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*data << float(unit->GetSpeed(MOVE_WALK));
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*data << uint32(WorldTimer::getMSTime());
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*data << unit->GetSpeed(MOVE_FLIGHT_BACK);
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*data << float(unit->GetSpeed(MOVE_FLIGHT_BACK));
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data->WriteGuidBytes<6>(Guid);
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*data << unit->GetSpeed(MOVE_TURN_RATE);
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*data << float(unit->GetSpeed(MOVE_TURN_RATE));
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if (hasOrientation)
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*data << unit->GetOrientation();
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*data << float(unit->GetOrientation());
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*data << unit->GetSpeed(MOVE_RUN);
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*data << float(unit->GetSpeed(MOVE_RUN));
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if(hasPitch)
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*data << unit->m_movementInfo.GetPitch();
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if (hasPitch)
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*data << float(unit->m_movementInfo.GetPitch());
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*data << unit->GetSpeed(MOVE_FLIGHT);
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*data << float(unit->GetSpeed(MOVE_FLIGHT));
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}
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if (updateFlags & UPDATEFLAG_VEHICLE)
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@ -435,38 +463,59 @@ void Object::BuildMovementUpdate(ByteBuffer * data, uint16 updateFlags) const
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*data << uint32(((Unit*)this)->GetVehicleInfo()->GetEntry()->m_ID); // vehicle id
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}
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// used only with GO's, placeholder
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if (updateFlags & UPDATEFLAG_POSITION)
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{
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Unit const* unit = (Unit const*)this;
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ObjectGuid transGuid = unit->m_movementInfo.GetTransportGuid();
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ObjectGuid transGuid;
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data->WriteGuidMask<0, 5>(transGuid);
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//if (hasGoTransportTime3)
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// *data << uint32(...);
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if (hasTransportTime3)
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*data << uint32(0);
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data->WriteGuidMask<3>(transGuid);
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*data << float(unit->m_movementInfo.GetTransportPos()->x);
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*data << float(0.0f); // x offset
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data->WriteGuidMask<4, 6, 1>(transGuid);
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*data << uint32(unit->m_movementInfo.GetTransportTime());
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*data << float(unit->m_movementInfo.GetTransportPos()->y);
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*data << uint32(0); // transport time
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*data << float(0.0f); // y offset
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data->WriteGuidMask<2, 7>(transGuid);
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*data << float(unit->m_movementInfo.GetTransportPos()->z);
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*data << int8(unit->m_movementInfo.GetTransportSeat());
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*data << float(unit->m_movementInfo.GetTransportPos()->o);
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*data << float(0.0f); // z offset
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*data << int8(-1); // transport seat
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*data << float(0.0f); // o offset
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//if (hasGoTransportTime2)
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// *data << uint32(...);
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if (hasTransportTime2)
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*data << uint32(0);
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}
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if(updateFlags & UPDATEFLAG_ROTATION)
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if (updateFlags & UPDATEFLAG_ROTATION)
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*data << int64(((GameObject*)this)->GetPackedWorldRotation());
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if (updateFlags & UPDATEFLAG_TRANSPORT_ARR)
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{
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*data << float(0.0f);
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*data << float(0.0f);
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*data << float(0.0f);
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*data << float(0.0f);
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*data << uint8(0);
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*data << float(0.0f);
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*data << float(0.0f);
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*data << float(0.0f);
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*data << float(0.0f);
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*data << float(0.0f);
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*data << float(0.0f);
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*data << float(0.0f);
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*data << float(0.0f);
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*data << float(0.0f);
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*data << float(0.0f);
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*data << float(0.0f);
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*data << float(0.0f);
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}
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if (updateFlags & UPDATEFLAG_HAS_POSITION)
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{
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*data << ((WorldObject*)this)->GetOrientation();
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*data << ((WorldObject*)this)->GetPositionX();
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*data << ((WorldObject*)this)->GetPositionY();
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*data << ((WorldObject*)this)->GetPositionZ();
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*data << float(((WorldObject*)this)->GetOrientation());
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*data << float(((WorldObject*)this)->GetPositionX());
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*data << float(((WorldObject*)this)->GetPositionY());
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*data << float(((WorldObject*)this)->GetPositionZ());
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}
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if (updateFlags & UPDATEFLAG_HAS_ATTACKING_TARGET)
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@ -481,7 +530,7 @@ void Object::BuildMovementUpdate(ByteBuffer * data, uint16 updateFlags) const
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//if (updateFlags & UPDATEFLAG_ANIM_KITS)
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// *data << uint16(0) << uint16(0) << uint16(0);
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if(updateFlags & UPDATEFLAG_TRANSPORT)
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if (updateFlags & UPDATEFLAG_TRANSPORT)
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*data << uint32(WorldTimer::getMSTime());
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}
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