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fix(Core/Unit): rework Walk/Run mode (#22988)
Co-authored-by: sudlud <sudlud@users.noreply.github.com> Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
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@@ -52,7 +52,7 @@ public:
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bool IsAIControlled() const;
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// Start moving to the desired MovePoint
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void StartPath(bool run = false, uint32 path = 0, bool repeat = false, Unit* invoker = nullptr);
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void StartPath(ForcedMovement forcedMovement = FORCED_MOVEMENT_NONE, uint32 path = 0, bool repeat = false, Unit* invoker = nullptr);
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bool LoadPath(uint32 entry);
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void PausePath(uint32 delay, bool forced = false);
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void StopPath(uint32 DespawnTime = 0, uint32 quest = 0, bool fail = false);
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@@ -175,9 +175,6 @@ public:
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// Called at movepoint reached
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void MovepointReached(uint32 id);
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// Makes the creature run/walk
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void SetRun(bool run = true);
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void SetFly(bool fly = true);
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void SetSwim(bool swim = true);
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@@ -240,7 +237,6 @@ private:
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uint32 mEscortNPCFlags;
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uint32 GetWPCount() { return mWayPoints ? mWayPoints->size() : 0; }
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bool mCanRepeatPath;
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bool mRun;
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bool mEvadeDisabled;
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bool mCanAutoAttack;
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bool mForcedPaused;
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