void FollowMovementGenerator<T>::Finalize(T &owner)
{
    owner.clearUnitState(UNIT_STAT_FOLLOW|UNIT_STAT_FOLLOW_MOVE);
    _updateWalkMode(owner);
    _updateSpeed(owner);
}
void FollowMovementGenerator<Creature>::Initialize(Creature& owner)
{
    owner.addUnitState(UNIT_STAT_FOLLOW);                   // _MOVE set in _SetTargetLocation after required checks
    _updateSpeed(owner);
    _setTargetLocation(owner, true);
}
void FollowMovementGenerator<T>::Interrupt(T& owner)
{
    owner.clearUnitState(UNIT_STAT_FOLLOW | UNIT_STAT_FOLLOW_MOVE);
    _updateSpeed(owner);
}
void FollowMovementGenerator<T>::DoFinalize(T* owner)
{
    owner->ClearUnitState(UNIT_STATE_FOLLOW | UNIT_STATE_FOLLOW_MOVE);
    _updateSpeed(owner);
}
void FollowMovementGenerator<Creature>::DoInitialize(Creature* owner)
{
    owner->AddUnitState(UNIT_STATE_FOLLOW | UNIT_STATE_FOLLOW_MOVE);
    _updateSpeed(owner);
    _setTargetLocation(owner, true);
}
Exemplo n.º 6
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void FollowMovementGenerator<Creature>::Initialize(Creature &owner)
{
    owner.addUnitState(UNIT_STAT_FOLLOW|UNIT_STAT_FOLLOW_MOVE);
    _updateSpeed(owner);
    _setTargetLocation(owner);
}
void FollowMovementGenerator<Player>::Initialize(Player& owner)
{
    owner.addUnitState(UNIT_STAT_FOLLOW | UNIT_STAT_FOLLOW_MOVE);
    _updateSpeed(owner);
    _setTargetLocation(owner, true);
}
void FollowMovementGenerator<T>::Finalize(T& owner)
{
    owner.ClearUnitState(UNIT_STATE_FOLLOW);
    _updateSpeed(owner);
}