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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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@@ -99,18 +99,18 @@ enum class CreatureFlightMovementType : uint8
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enum class CreatureChaseMovementType : uint8
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{
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Run,
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CanWalk,
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AlwaysWalk,
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Run = 0,
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CanWalk = 1,
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AlwaysWalk = 2,
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Max
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};
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enum class CreatureRandomMovementType : uint8
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{
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Walk,
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CanRun,
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AlwaysRun,
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Walk = 0,
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CanRun = 1,
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AlwaysRun = 2,
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Max
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};
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@@ -1677,9 +1677,7 @@ public:
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void propagateSpeedChange() { GetMotionMaster()->propagateSpeedChange(); }
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void SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint32 TransitTime, SplineFlags sf = SPLINEFLAG_WALK_MODE); // pussywizard: need to just send packet, with no movement/spline
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void MonsterMoveWithSpeed(float x, float y, float z, float speed);
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//void SetFacing(float ori, WorldObject* obj = nullptr);
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//void SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint8 type, uint32 MovementFlags, uint32 Time, Player* player = nullptr);
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void MonsterMoveWithSpeed(float x, float y, float z, float speed); // Not to be used outside of cinematics
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virtual bool SetWalk(bool enable);
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virtual bool SetDisableGravity(bool disable, bool packetOnly = false, bool updateAnimationTier = true);
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