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https://github.com/EQEmu/Server.git
synced 2026-08-29 21:08:03 +00:00
Removed existing movement code, started replacing
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@@ -515,7 +515,6 @@ void Mob::AI_Start(uint32 iMoveDelay) {
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m_Delta = glm::vec4();
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pRunAnimSpeed = 0;
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pLastChange = Timer::GetCurrentTime();
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}
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void Client::AI_Start(uint32 iMoveDelay) {
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@@ -551,7 +550,6 @@ void NPC::AI_Start(uint32 iMoveDelay) {
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}
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SendTo(GetX(), GetY(), GetZ());
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SetChanged();
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SaveGuardSpot();
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}
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@@ -823,9 +821,6 @@ void Client::AI_Process()
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node_reached
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);
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if (waypoint_changed)
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tar_ndx = 20;
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CalculateNewPosition(Goal.x, Goal.y, Goal.z, speed);
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}
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}
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@@ -905,9 +900,6 @@ void Client::AI_Process()
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glm::vec3 Goal = UpdatePath(GetTarget()->GetX(), GetTarget()->GetY(), GetTarget()->GetZ(),
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GetRunspeed(), WaypointChanged, NodeReached);
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if(WaypointChanged)
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tar_ndx = 20;
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CalculateNewPosition(Goal.x, Goal.y, Goal.z, newspeed);
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}
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}
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@@ -1039,7 +1031,6 @@ void Mob::ProcessForcedMovement()
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Teleport(m_Position + m_Delta);
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m_Delta = glm::vec4();
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SendPositionUpdate();
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pLastChange = Timer::GetCurrentTime();
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FixZ(); // so we teleport to the ground locally, we want the client to interpolate falling etc
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} else if (--ForcedMovement) {
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if (normal.z < -0.15f) // prevent too much wall climbing. ex. OMM's room in anguish
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@@ -1151,9 +1142,6 @@ void Mob::AI_Process() {
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NodeReached
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);
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if (WaypointChanged)
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tar_ndx = 20;
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CalculateNewPosition(Goal.x, Goal.y, Goal.z, GetFearSpeed());
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}
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}
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@@ -1484,9 +1472,6 @@ void Mob::AI_Process() {
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GetRunspeed(), WaypointChanged, NodeReached
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);
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if (WaypointChanged)
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tar_ndx = 20;
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CalculateNewPosition(Goal.x, Goal.y, Goal.z, GetRunspeed());
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}
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@@ -1877,8 +1862,6 @@ void NPC::AI_DoMovement() {
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WaypointChanged,
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NodeReached
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);
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if (WaypointChanged)
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tar_ndx = 20;
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if (NodeReached)
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entity_list.OpenDoorsNear(CastToNPC());
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@@ -1921,9 +1904,6 @@ void NPC::AI_DoMovement() {
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WaypointChanged,
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NodeReached
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);
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if (WaypointChanged) {
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tar_ndx = 20;
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}
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if (NodeReached) {
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entity_list.OpenDoorsNear(CastToNPC());
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