mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-17 02:50:29 +00:00
refactor(Core/Object): adds consistency in the use of type object check (#19671)
This commit is contained in:
@@ -269,7 +269,7 @@ void MotionMaster::MoveTargetedHome(bool walk /*= false*/)
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Unit* target = _owner->ToCreature()->GetCharmerOrOwner();
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if (target)
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{
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LOG_DEBUG("movement.motionmaster", "Following {} ({})", target->GetTypeId() == TYPEID_PLAYER ? "player" : "creature", target->GetGUID().ToString());
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LOG_DEBUG("movement.motionmaster", "Following {} ({})", target->IsPlayer() ? "player" : "creature", target->GetGUID().ToString());
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Mutate(new FollowMovementGenerator<Creature>(target, PET_FOLLOW_DIST, _owner->GetFollowAngle(),true), MOTION_SLOT_ACTIVE);
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}
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}
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@@ -285,7 +285,7 @@ void MotionMaster::MoveConfused()
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if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
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return;
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if (_owner->GetTypeId() == TYPEID_PLAYER)
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if (_owner->IsPlayer())
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{
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LOG_DEBUG("movement.motionmaster", "Player ({}) move confused", _owner->GetGUID().ToString());
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Mutate(new ConfusedMovementGenerator<Player>(), MOTION_SLOT_CONTROLLED);
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@@ -305,16 +305,16 @@ void MotionMaster::MoveChase(Unit* target, std::optional<ChaseRange> dist, std:
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return;
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//_owner->ClearUnitState(UNIT_STATE_FOLLOW);
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if (_owner->GetTypeId() == TYPEID_PLAYER)
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if (_owner->IsPlayer())
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{
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LOG_DEBUG("movement.motionmaster", "Player ({}) chase to {} ({})",
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_owner->GetGUID().ToString(), target->GetTypeId() == TYPEID_PLAYER ? "player" : "creature", target->GetGUID().ToString());
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_owner->GetGUID().ToString(), target->IsPlayer() ? "player" : "creature", target->GetGUID().ToString());
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Mutate(new ChaseMovementGenerator<Player>(target, dist, angle), MOTION_SLOT_ACTIVE);
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}
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else
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{
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LOG_DEBUG("movement.motionmaster", "Creature ({}) chase to {} ({})",
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_owner->GetGUID().ToString(), target->GetTypeId() == TYPEID_PLAYER ? "player" : "creature", target->GetGUID().ToString());
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_owner->GetGUID().ToString(), target->IsPlayer() ? "player" : "creature", target->GetGUID().ToString());
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Mutate(new ChaseMovementGenerator<Creature>(target, dist, angle), MOTION_SLOT_ACTIVE);
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}
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}
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@@ -401,16 +401,16 @@ void MotionMaster::MoveFollow(Unit* target, float dist, float angle, MovementSlo
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}
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//_owner->AddUnitState(UNIT_STATE_FOLLOW);
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if (_owner->GetTypeId() == TYPEID_PLAYER)
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if (_owner->IsPlayer())
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{
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LOG_DEBUG("movement.motionmaster", "Player ({}) follow to {} ({})",
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_owner->GetGUID().ToString(), target->GetTypeId() == TYPEID_PLAYER ? "player" : "creature", target->GetGUID().ToString());
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_owner->GetGUID().ToString(), target->IsPlayer() ? "player" : "creature", target->GetGUID().ToString());
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Mutate(new FollowMovementGenerator<Player>(target, dist, angle, inheritWalkState), slot);
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}
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else
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{
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LOG_DEBUG("movement.motionmaster", "Creature ({}) follow to {} ({})",
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_owner->GetGUID().ToString(), target->GetTypeId() == TYPEID_PLAYER ? "player" : "creature", target->GetGUID().ToString());
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_owner->GetGUID().ToString(), target->IsPlayer() ? "player" : "creature", target->GetGUID().ToString());
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Mutate(new FollowMovementGenerator<Creature>(target, dist, angle, inheritWalkState), slot);
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}
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}
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@@ -421,7 +421,7 @@ void MotionMaster::MovePoint(uint32 id, float x, float y, float z, bool generate
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if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
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return;
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if (_owner->GetTypeId() == TYPEID_PLAYER)
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if (_owner->IsPlayer())
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{
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LOG_DEBUG("movement.motionmaster", "Player ({}) targeted point (Id: {} X: {} Y: {} Z: {})", _owner->GetGUID().ToString(), id, x, y, z);
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Mutate(new PointMovementGenerator<Player>(id, x, y, z, 0.0f, orientation, nullptr, generatePath, forceDestination), slot);
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@@ -439,7 +439,7 @@ void MotionMaster::MoveSplinePath(Movement::PointsArray* path)
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if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
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return;
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if (_owner->GetTypeId() == TYPEID_PLAYER)
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if (_owner->IsPlayer())
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{
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Mutate(new EscortMovementGenerator<Player>(path), MOTION_SLOT_ACTIVE);
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}
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@@ -527,7 +527,7 @@ void MotionMaster::MoveTakeoff(uint32 id, float x, float y, float z, float speed
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void MotionMaster::MoveKnockbackFrom(float srcX, float srcY, float speedXY, float speedZ)
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{
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//this function may make players fall below map
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if (_owner->GetTypeId() == TYPEID_PLAYER)
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if (_owner->IsPlayer())
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return;
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if (speedXY <= 0.1f)
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@@ -553,7 +553,7 @@ void MotionMaster::MoveKnockbackFrom(float srcX, float srcY, float speedXY, floa
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void MotionMaster::MoveJumpTo(float angle, float speedXY, float speedZ)
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{
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//this function may make players fall below map
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if (_owner->GetTypeId() == TYPEID_PLAYER)
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if (_owner->IsPlayer())
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return;
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float x, y, z;
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@@ -603,7 +603,7 @@ void MotionMaster::MoveFall(uint32 id /*=0*/, bool addFlagForNPC)
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if (std::fabs(_owner->GetPositionZ() - tz) < 0.1f)
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return;
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if (_owner->GetTypeId() == TYPEID_PLAYER)
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if (_owner->IsPlayer())
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{
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_owner->AddUnitMovementFlag(MOVEMENTFLAG_FALLING);
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_owner->m_movementInfo.SetFallTime(0);
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@@ -634,7 +634,7 @@ void MotionMaster::MoveCharge(float x, float y, float z, float speed, uint32 id,
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if (Impl[MOTION_SLOT_CONTROLLED] && Impl[MOTION_SLOT_CONTROLLED]->GetMovementGeneratorType() != DISTRACT_MOTION_TYPE)
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return;
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if (_owner->GetTypeId() == TYPEID_PLAYER)
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if (_owner->IsPlayer())
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{
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LOG_DEBUG("movement.motionmaster", "Player ({}) charge point (X: {} Y: {} Z: {})", _owner->GetGUID().ToString(), x, y, z);
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Mutate(new PointMovementGenerator<Player>(id, x, y, z, speed, orientation, path, generatePath, generatePath, targetGUID), MOTION_SLOT_CONTROLLED);
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@@ -665,7 +665,7 @@ void MotionMaster::MoveSeekAssistance(float x, float y, float z)
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if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
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return;
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if (_owner->GetTypeId() == TYPEID_PLAYER)
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if (_owner->IsPlayer())
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{
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LOG_ERROR("movement.motionmaster", "Player ({}) attempt to seek assistance", _owner->GetGUID().ToString());
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}
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@@ -685,7 +685,7 @@ void MotionMaster::MoveSeekAssistanceDistract(uint32 time)
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if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
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return;
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if (_owner->GetTypeId() == TYPEID_PLAYER)
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if (_owner->IsPlayer())
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{
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LOG_ERROR("movement.motionmaster", "Player ({}) attempt to call distract after assistance", _owner->GetGUID().ToString());
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}
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@@ -705,16 +705,16 @@ void MotionMaster::MoveFleeing(Unit* enemy, uint32 time)
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if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
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return;
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if (_owner->GetTypeId() == TYPEID_PLAYER)
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if (_owner->IsPlayer())
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{
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LOG_DEBUG("movement.motionmaster", "Player ({}) flee from {} ({})",
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_owner->GetGUID().ToString(), enemy->GetTypeId() == TYPEID_PLAYER ? "player" : "creature", enemy->GetGUID().ToString());
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_owner->GetGUID().ToString(), enemy->IsPlayer() ? "player" : "creature", enemy->GetGUID().ToString());
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Mutate(new FleeingMovementGenerator<Player>(enemy->GetGUID()), MOTION_SLOT_CONTROLLED);
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}
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else
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{
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LOG_DEBUG("movement.motionmaster", "Creature ({}) flee from {} ({}) {}",
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_owner->GetGUID().ToString(), enemy->GetTypeId() == TYPEID_PLAYER ? "player" : "creature", enemy->GetGUID().ToString(), time ? " for a limited time" : "");
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_owner->GetGUID().ToString(), enemy->IsPlayer() ? "player" : "creature", enemy->GetGUID().ToString(), time ? " for a limited time" : "");
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if (time)
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Mutate(new TimedFleeingMovementGenerator(enemy->GetGUID(), time), MOTION_SLOT_CONTROLLED);
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else
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@@ -724,7 +724,7 @@ void MotionMaster::MoveFleeing(Unit* enemy, uint32 time)
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void MotionMaster::MoveTaxiFlight(uint32 path, uint32 pathnode)
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{
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if (_owner->GetTypeId() == TYPEID_PLAYER)
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if (_owner->IsPlayer())
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{
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if (path < sTaxiPathNodesByPath.size())
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{
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@@ -754,7 +754,7 @@ void MotionMaster::MoveDistract(uint32 timer)
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if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
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return;
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/*if (_owner->GetTypeId() == TYPEID_PLAYER)
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/*if (_owner->IsPlayer())
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{
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LOG_DEBUG("movement.motionmaster", "Player ({}) distracted (timer: {})", _owner->GetGUID().ToString(), timer);
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}
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@@ -817,12 +817,12 @@ void MotionMaster::MovePath(uint32 path_id, bool repeatable)
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delete curr;
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}*/
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//_owner->GetTypeId() == TYPEID_PLAYER ?
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//_owner->IsPlayer() ?
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//Mutate(new WaypointMovementGenerator<Player>(path_id, repeatable)):
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Mutate(new WaypointMovementGenerator<Creature>(path_id, repeatable), MOTION_SLOT_IDLE);
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LOG_DEBUG("movement.motionmaster", "{} ({}) start moving over path(Id:{}, repeatable: {})",
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_owner->GetTypeId() == TYPEID_PLAYER ? "Player" : "Creature", _owner->GetGUID().ToString(), path_id, repeatable ? "YES" : "NO");
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_owner->IsPlayer() ? "Player" : "Creature", _owner->GetGUID().ToString(), path_id, repeatable ? "YES" : "NO");
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}
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void MotionMaster::MoveRotate(uint32 time, RotateDirection direction)
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