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Movement priority
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@@ -24,6 +24,7 @@ LastMovement::LastMovement(LastMovement& other)
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lastMoveShort = other.lastMoveShort;
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nextTeleport = other.nextTeleport;
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lastPath = other.lastPath;
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priority = other.priority;
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}
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void LastMovement::clear()
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@@ -41,6 +42,7 @@ void LastMovement::clear()
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nextTeleport = 0;
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msTime = 0;
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lastdelayTime = 0;
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priority = MovementPriority::MOVEMENT_NORMAL;
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}
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void LastMovement::Set(Unit* follow)
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@@ -51,7 +53,7 @@ void LastMovement::Set(Unit* follow)
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lastFollow = follow;
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}
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void LastMovement::Set(uint32 mapId, float x, float y, float z, float ori, float delayTime)
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void LastMovement::Set(uint32 mapId, float x, float y, float z, float ori, float delayTime, MovementPriority pri)
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{
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lastMoveToMapId = mapId;
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lastMoveToX = x;
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@@ -62,6 +64,7 @@ void LastMovement::Set(uint32 mapId, float x, float y, float z, float ori, float
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lastMoveShort = WorldPosition(mapId, x, y, z, ori);
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msTime = getMSTime();
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lastdelayTime = delayTime;
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priority = pri;
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}
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void LastMovement::setShort(WorldPosition point)
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