Core/Transports
* Rewritten path generation, now uses splines - timers are a lot more accurate now * Implemented stopping transports * Implemented spawning transports in instances * Implemented spawning gameobjects as transport passengers * Transport passengers are now stored in creature/gameobject table using gameobject_template.data6 from transport's template as map id
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@@ -17329,6 +17329,8 @@ void Unit::SetFacingTo(float ori)
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{
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Movement::MoveSplineInit init(this);
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init.MoveTo(GetPositionX(), GetPositionY(), GetPositionZMinusOffset(), false);
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if (HasUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT) && GetTransGUID())
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init.DisableTransportPathTransformations(); // It makes no sense to target global orientation
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init.SetFacing(ori);
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init.Launch();
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}
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@@ -17340,7 +17342,10 @@ void Unit::SetFacingToObject(WorldObject* object)
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return;
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/// @todo figure out under what conditions creature will move towards object instead of facing it where it currently is.
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SetFacingTo(GetAngle(object));
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Movement::MoveSplineInit init(this);
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init.MoveTo(GetPositionX(), GetPositionY(), GetPositionZMinusOffset());
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init.SetFacing(GetAngle(object)); // when on transport, GetAngle will still return global coordinates (and angle) that needs transforming
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init.Launch();
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}
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bool Unit::SetWalk(bool enable)
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