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feat(Core/Movement): added orientation input for Point movement (#3456)
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@@ -168,8 +168,8 @@ class MotionMaster //: private std::stack<MovementGenerator *>
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void MoveConfused();
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void MoveFleeing(Unit* enemy, uint32 time = 0);
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void MovePoint(uint32 id, const Position &pos, bool generatePath = true, bool forceDestination = true)
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{ MovePoint(id, pos.m_positionX, pos.m_positionY, pos.m_positionZ, generatePath, forceDestination); }
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void MovePoint(uint32 id, float x, float y, float z, bool generatePath = true, bool forceDestination = true, MovementSlot slot = MOTION_SLOT_ACTIVE);
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{ MovePoint(id, pos.m_positionX, pos.m_positionY, pos.m_positionZ, generatePath, forceDestination, MOTION_SLOT_ACTIVE, pos.GetOrientation()); }
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void MovePoint(uint32 id, float x, float y, float z, bool generatePath = true, bool forceDestination = true, MovementSlot slot = MOTION_SLOT_ACTIVE, float orientation = 0.0f);
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void MoveSplinePath(Movement::PointsArray* path);
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// These two movement types should only be used with creatures having landing/takeoff animations
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@@ -178,7 +178,7 @@ class MotionMaster //: private std::stack<MovementGenerator *>
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void MoveTakeoff(uint32 id, Position const& pos, float speed);
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void MoveTakeoff(uint32 id, float x, float y, float z, float speed); // pussywizard: added for easy calling by passing 3 floats x, y, z
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void MoveCharge(float x, float y, float z, float speed = SPEED_CHARGE, uint32 id = EVENT_CHARGE, const Movement::PointsArray* path = NULL, bool generatePath = false);
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void MoveCharge(float x, float y, float z, float speed = SPEED_CHARGE, uint32 id = EVENT_CHARGE, const Movement::PointsArray* path = NULL, bool generatePath = false, float orientation = 0.0f);
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void MoveKnockbackFrom(float srcX, float srcY, float speedXY, float speedZ);
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void MoveJumpTo(float angle, float speedXY, float speedZ);
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void MoveJump(Position const& pos, float speedXY, float speedZ, uint32 id = 0)
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