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Movement manager add
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+5
-6
@@ -49,6 +49,7 @@ class Aura;
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struct AuraRecord;
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struct NewSpawn_Struct;
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struct PlayerPositionUpdateServer_Struct;
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class MobMovementManager;
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const int COLLISION_BOX_SIZE = 8;
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@@ -164,8 +165,6 @@ public:
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inline virtual bool IsMob() const { return true; }
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inline virtual bool InZone() const { return true; }
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bool is_distance_roamer;
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//Somewhat sorted: needs documenting!
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//Attack
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@@ -559,8 +558,7 @@ public:
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void SetRunning(bool val) { m_is_running = val; }
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virtual void GMMove(float x, float y, float z, float heading = 0.01, bool SendUpdate = true);
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void SetDelta(const glm::vec4& delta);
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void SendPositionUpdateToClient(Client *client);
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void SendPositionUpdate(uint8 iSendToSelf = 0);
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void SendPositionUpdate(bool iSendToSelf = false);
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void MakeSpawnUpdateNoDelta(PlayerPositionUpdateServer_Struct* spu);
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void MakeSpawnUpdate(PlayerPositionUpdateServer_Struct* spu);
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void SendPosition();
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@@ -802,6 +800,7 @@ public:
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void SendAppearancePacket(uint32 type, uint32 value, bool WholeZone = true, bool iIgnoreSelf = false, Client *specific_target=nullptr);
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void SetAppearance(EmuAppearance app, bool iIgnoreSelf = true);
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inline EmuAppearance GetAppearance() const { return _appearance; }
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inline const int GetAnimation() const { return animation; }
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inline const uint8 GetRunAnimSpeed() const { return pRunAnimSpeed; }
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inline void SetRunAnimSpeed(int8 in) { if (pRunAnimSpeed != in) { pRunAnimSpeed = in; } }
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bool IsDestructibleObject() { return destructibleobject; }
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@@ -1247,8 +1246,6 @@ protected:
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uint8 orig_level;
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uint32 npctype_id;
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glm::vec4 m_Position;
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/* Used to determine when an NPC has traversed so many units - to send a zone wide pos update */
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glm::vec4 last_major_update_position;
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int animation; // this is really what MQ2 calls SpeedRun just packed like (int)(SpeedRun * 40.0f)
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float base_size;
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@@ -1530,6 +1527,8 @@ protected:
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AuraMgr aura_mgr;
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AuraMgr trap_mgr;
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MobMovementManager *mMovementManager;
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private:
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void _StopSong(); //this is not what you think it is
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Mob* target;
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