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Redoing movement to introduce proper rotation
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+4
-6
@@ -542,7 +542,6 @@ public:
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virtual inline int32 GetPrimaryFaction() const { return 0; }
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//Movement
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void Warp(const glm::vec3& location);
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inline bool IsMoving() const { return moving; }
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virtual void SetMoving(bool move) { moving = move; m_Delta = glm::vec4(); }
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virtual void GoToBind(uint8 bindnum = 0) { }
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@@ -568,14 +567,15 @@ public:
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bool Spawned() { return spawned; };
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virtual bool ShouldISpawnFor(Client *c) { return true; }
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void SetFlyMode(GravityBehavior flymode);
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inline void Teleport(const glm::vec3 &NewPosition) { m_Position.x = NewPosition.x; m_Position.y = NewPosition.y;
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m_Position.z = NewPosition.z; };
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void Teleport(const glm::vec3 &pos);
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void Teleport(const glm::vec4 &pos);
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void TryMoveAlong(float distance, float angle, bool send = true);
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void ProcessForcedMovement();
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inline void IncDeltaX(float in) { m_Delta.x += in; }
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inline void IncDeltaY(float in) { m_Delta.y += in; }
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inline void IncDeltaZ(float in) { m_Delta.z += in; }
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inline void SetForcedMovement(int in) { ForcedMovement = in; }
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void SetHeading(float iHeading) { m_Position.w = iHeading; }
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//AI
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static uint32 GetLevelCon(uint8 mylevel, uint8 iOtherLevel);
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@@ -602,7 +602,6 @@ public:
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void SetAssistAggro(bool value) { AssistAggro = value; if (PrimaryAggro) AssistAggro = false; }
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bool HateSummon();
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void FaceTarget(Mob* mob_to_face = 0);
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void SetHeading(float iHeading) { m_Position.w = iHeading; }
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void WipeHateList();
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void AddFeignMemory(Client* attacker);
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void RemoveFromFeignMemory(Client* attacker);
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@@ -980,7 +979,6 @@ public:
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void TryFixZ(int32 z_find_offset = 5, bool fix_client_z = false);
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void FixZ(int32 z_find_offset = 5, bool fix_client_z = false);
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float GetFixedZ(const glm::vec3 &destination, int32 z_find_offset = 5);
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void DumpMovement(Client *to);
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void NPCSpecialAttacks(const char* parse, int permtag, bool reset = true, bool remove = false);
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inline uint32 DontHealMeBefore() const { return pDontHealMeBefore; }
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@@ -1251,8 +1249,8 @@ protected:
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uint8 level;
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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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glm::vec4 m_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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float size;
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