From a1e0459859fc3a6094da5663b857463f28311bd0 Mon Sep 17 00:00:00 2001 From: Ovahlord Date: Thu, 24 Aug 2023 20:19:10 +0200 Subject: [PATCH] Core/Movement: kill some dead code from chase movement generator --- .../ChaseMovementGenerator.cpp | 67 ------------------- 1 file changed, 67 deletions(-) diff --git a/src/server/game/Movement/MovementGenerators/ChaseMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/ChaseMovementGenerator.cpp index 4655fcad97..73412e38d4 100644 --- a/src/server/game/Movement/MovementGenerators/ChaseMovementGenerator.cpp +++ b/src/server/game/Movement/MovementGenerators/ChaseMovementGenerator.cpp @@ -275,70 +275,3 @@ void ChaseMovementGenerator::launchSpline(Unit* owner, Unit* target, Position& d owner->AddUnitState(UNIT_STATE_CHASE_MOVE); } } - -/* -{ - Unit* target = GetTarget(); - - // Owner may launch a new spline - Position dest = target->GetVehicle() ? target->GetVehicle()->GetBase()->GetPosition() : target->GetPosition(); - - // Predict chase destination to keep up with chase target - bool predictDestination = !backward && !mutualChase && target->isMoving(); - if (predictDestination) - { - UnitMoveType moveType = MOVE_RUN; - if (target->CanFly()) - moveType = target->HasUnitMovementFlag(MOVEMENTFLAG_BACKWARD) ? MOVE_FLIGHT_BACK : MOVE_FLIGHT; - else - { - if (target->IsWalking()) - moveType = MOVE_WALK; - else - moveType = target->HasUnitMovementFlag(MOVEMENTFLAG_BACKWARD) ? MOVE_RUN_BACK : MOVE_RUN; - } - - float additionalRange = target->GetSpeed(moveType) * 0.5f; - - if (!owner->HasUnitState(UNIT_STATE_IGNORE_PATHFINDING)) - target->MovePositionToFirstCollision(dest, additionalRange, _angle ? Position::NormalizeOrientation(target->GetOrientation() - _angle->RelativeAngle + float(M_PI)) : target->GetRelativeAngle(owner) + float(M_PI)); - else - 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))); - } - else if (!owner->HasUnitState(UNIT_STATE_IGNORE_PATHFINDING)) - target->MovePositionToFirstCollision(dest, chaseRange, _angle ? target->NormalizeOrientation(target->GetOrientation() - _angle->RelativeAngle) : target->GetRelativeAngle(owner)); - else - 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))); - - owner->UpdateAllowedPositionZ(dest.GetPositionX(), dest.GetPositionY(), dest.m_positionZ); - - Creature* creature = owner->ToCreature(); - Movement::MoveSplineInit init(owner); - - PathGenerator path(owner); - bool success = path.CalculatePath(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), owner->CanFly()); - if (!success || (path.GetPathType() & (PATHFIND_NOPATH /*| PATHFIND_INCOMPLETE))) - { - if (creature) - creature->SetCannotReachTarget(true); - - owner->StopMoving(); - return; - } - - init.MovebyPath(path.GetPath()); - init.SetWalk(false); - if (backward) - init.SetBackward(); - else - init.SetFacing(target); - - init.Launch(); - - if (!backward) - owner->AddUnitState(UNIT_STATE_CHASE_MOVE); - - if (creature) - creature->SetCannotReachTarget(false); -} -*/