Core/Movement: kill some dead code from chase movement generator
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0840143137
commit
a1e0459859
1 file changed
-67
@@ -275,70 +275,3 @@ void ChaseMovementGenerator::launchSpline(Unit* owner, Unit* target, Position& d
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owner->AddUnitState(UNIT_STATE_CHASE_MOVE);
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}
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}
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/*
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{
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Unit* target = GetTarget();
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// Owner may launch a new spline
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Position dest = target->GetVehicle() ? target->GetVehicle()->GetBase()->GetPosition() : target->GetPosition();
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// Predict chase destination to keep up with chase target
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bool predictDestination = !backward && !mutualChase && target->isMoving();
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if (predictDestination)
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{
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UnitMoveType moveType = MOVE_RUN;
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if (target->CanFly())
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moveType = target->HasUnitMovementFlag(MOVEMENTFLAG_BACKWARD) ? MOVE_FLIGHT_BACK : MOVE_FLIGHT;
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else
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{
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if (target->IsWalking())
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moveType = MOVE_WALK;
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else
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moveType = target->HasUnitMovementFlag(MOVEMENTFLAG_BACKWARD) ? MOVE_RUN_BACK : MOVE_RUN;
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}
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float additionalRange = target->GetSpeed(moveType) * 0.5f;
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if (!owner->HasUnitState(UNIT_STATE_IGNORE_PATHFINDING))
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target->MovePositionToFirstCollision(dest, additionalRange, _angle ? Position::NormalizeOrientation(target->GetOrientation() - _angle->RelativeAngle + float(M_PI)) : target->GetRelativeAngle(owner) + float(M_PI));
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else
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target->GetNearPoint(owner, dest.m_positionX, dest.m_positionY, dest.m_positionZ, additionalRange - target->GetCombatReach() - owner->GetCombatReach(), Position::NormalizeOrientation(target->GetOrientation() + float(M_PI) + (_angle ? _angle->RelativeAngle : 0.f)));
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}
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else if (!owner->HasUnitState(UNIT_STATE_IGNORE_PATHFINDING))
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target->MovePositionToFirstCollision(dest, chaseRange, _angle ? target->NormalizeOrientation(target->GetOrientation() - _angle->RelativeAngle) : target->GetRelativeAngle(owner));
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else
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target->GetNearPoint(owner, dest.m_positionX, dest.m_positionY, dest.m_positionZ, chaseRange - target->GetCombatReach() - owner->GetCombatReach(), Position::NormalizeOrientation(target->GetOrientation() + (_angle ? _angle->RelativeAngle : 0.f)));
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owner->UpdateAllowedPositionZ(dest.GetPositionX(), dest.GetPositionY(), dest.m_positionZ);
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Creature* creature = owner->ToCreature();
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Movement::MoveSplineInit init(owner);
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PathGenerator path(owner);
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bool success = path.CalculatePath(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), owner->CanFly());
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if (!success || (path.GetPathType() & (PATHFIND_NOPATH /*| PATHFIND_INCOMPLETE)))
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{
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if (creature)
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creature->SetCannotReachTarget(true);
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owner->StopMoving();
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return;
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}
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init.MovebyPath(path.GetPath());
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init.SetWalk(false);
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if (backward)
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init.SetBackward();
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else
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init.SetFacing(target);
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init.Launch();
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if (!backward)
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owner->AddUnitState(UNIT_STATE_CHASE_MOVE);
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if (creature)
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creature->SetCannotReachTarget(false);
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}
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*/
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