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Redoing movement to introduce proper rotation
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@@ -4,6 +4,9 @@
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class Mob;
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class Client;
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struct RotateCommand;
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struct PlayerPositionUpdateServer_Struct;
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class MobMovementManager
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{
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public:
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@@ -14,11 +17,13 @@ public:
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void AddClient(Client *c);
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void RemoveClient(Client *c);
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void SendPosition(Mob *who);
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void SendPositionUpdate(Mob *who, bool send_to_self);
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void RotateTo(Mob *who, float to, float speed);
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void Teleport(Mob *who, float x, float y, float z, float heading);
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void NavigateTo(Mob *who, float x, float y, float z, float speed);
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void StopNavigation(Mob *who);
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void Dump(Mob *m, Client *to);
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//void Dump(Mob *m, Client *to);
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//void DumpStats(Client *to);
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//void ClearStats();
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static MobMovementManager &Get() {
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static MobMovementManager inst;
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@@ -30,12 +35,10 @@ private:
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MobMovementManager(const MobMovementManager&);
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MobMovementManager& operator=(const MobMovementManager&);
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bool HeadingEqual(float a, float b);
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void SendUpdateTo(Mob *who, Client *c, int anim, float heading);
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void SendUpdate(Mob *who, int anim, float heading);
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void SendUpdateShortDistance(Mob *who, int anim, float heading);
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void SendUpdateLongDistance(Mob *who, int anim, float heading);
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void ProcessMovement(Mob *who, float x, float y, float z, float speed);
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void ProcessRotateCommand(Mob *m, RotateCommand &cmd);
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void SendCommandToAllClients(Mob *m, float dx, float dy, float dz, float dh, int anim);
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void FillCommandStruct(PlayerPositionUpdateServer_Struct *spu, Mob *m, float dx, float dy, float dz, float dh, int anim);
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float FixHeading(float in);
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struct Implementation;
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std::unique_ptr<Implementation> _impl;
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