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Fix for bot out-of-combat movement animation glitches
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@ -339,6 +339,8 @@ public:
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bool IsStanding();
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bool IsStanding();
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virtual int GetWalkspeed() const { return (int)((float)_GetWalkSpeed() * 1.785714f); } // 1.25 / 0.7 = 1.7857142857142857142857142857143
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virtual int GetWalkspeed() const { return (int)((float)_GetWalkSpeed() * 1.785714f); } // 1.25 / 0.7 = 1.7857142857142857142857142857143
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virtual int GetRunspeed() const { return (int)((float)_GetRunSpeed() * 1.785714f); }
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virtual int GetRunspeed() const { return (int)((float)_GetRunSpeed() * 1.785714f); }
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virtual void WalkTo(float x, float y, float z);
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virtual void RunTo(float x, float y, float z);
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bool UseDiscipline(uint32 spell_id, uint32 target);
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bool UseDiscipline(uint32 spell_id, uint32 target);
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uint8 GetNumberNeedingHealedInGroup(uint8 hpr, bool includePets);
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uint8 GetNumberNeedingHealedInGroup(uint8 hpr, bool includePets);
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bool GetNeedsCured(Mob *tar);
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bool GetNeedsCured(Mob *tar);
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@ -998,8 +998,8 @@ public:
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inline bool CheckAggro(Mob* other) {return hate_list.IsEntOnHateList(other);}
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inline bool CheckAggro(Mob* other) {return hate_list.IsEntOnHateList(other);}
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float CalculateHeadingToTarget(float in_x, float in_y) { return HeadingAngleToMob(in_x, in_y); }
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float CalculateHeadingToTarget(float in_x, float in_y) { return HeadingAngleToMob(in_x, in_y); }
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void WalkTo(float x, float y, float z);
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virtual void WalkTo(float x, float y, float z);
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void RunTo(float x, float y, float z);
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virtual void RunTo(float x, float y, float z);
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void NavigateTo(float x, float y, float z);
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void NavigateTo(float x, float y, float z);
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void RotateTo(float new_heading);
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void RotateTo(float new_heading);
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void RotateToWalking(float new_heading);
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void RotateToWalking(float new_heading);
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@ -1063,3 +1063,26 @@ void NPC::RestoreGuardSpotCharm()
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{
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{
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m_GuardPoint = m_GuardPointSaved;
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m_GuardPoint = m_GuardPointSaved;
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}
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}
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/******************
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* Bot-specific overloads to make them play nice with the new movement system
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*/
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#ifdef BOTS
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#include "bot.h"
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void Bot::WalkTo(float x, float y, float z)
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{
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if (IsSitting())
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Stand();
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Mob::WalkTo(x, y, z);
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}
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void Bot::RunTo(float x, float y, float z)
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{
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if (IsSitting())
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Stand();
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Mob::RunTo(x, y, z);
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}
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#endif
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