feat(Core/Config): rework config and delete ACE inherited (#4608)

This commit is contained in:
Kargatum
2021-02-28 20:37:03 +07:00
committed by GitHub
parent c2f274e06d
commit dbefa17a53
36 changed files with 1340 additions and 816 deletions

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@@ -1131,7 +1131,6 @@ bool PathGenerator::IsSwimmableSegment(float const* v1, float const* v2, bool ch
return IsSwimmableSegment(v1[2], v1[0], v1[1], v2[2], v2[0], v2[1], checkSwim);
}
/**
* @brief predict if a certain segment is underwater and the unit can swim
* Must only be used for very short segments since this check doesn't work on

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@@ -65,7 +65,6 @@ bool ChaseMovementGenerator<T>::DoUpdate(T* owner, uint32 time_diff)
(owner->CanFly())
; // closes "bool forceDest", that way it is more appropriate, so we can comment out crap whenever we need to
Unit* target = i_target.getTarget();
bool const mutualChase = IsMutualChase(owner, target);
@@ -272,7 +271,6 @@ bool FollowMovementGenerator<T>::DoUpdate(T* owner, uint32 time_diff)
(i_target->GetTypeId() == TYPEID_PLAYER && i_target->ToPlayer()->IsGameMaster()) // for .npc follow
; // closes "bool forceDest", that way it is more appropriate, so we can comment out crap whenever we need to
i_recheckDistance.Update(time_diff);
if (i_recheckDistance.Passed())
{

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@@ -23,7 +23,6 @@ protected:
FollowerReference i_target;
};
template<class T>
class ChaseMovementGenerator : public MovementGeneratorMedium<T, ChaseMovementGenerator<T>>, public TargetedMovementGeneratorBase
{