21#include "G3DPosition.hpp"
105 init.
MoveTo(PositionToVector3(*owner),
false);
161 init.
MoveTo(PositionToVector3(*owner),
false);
@ MOTION_PRIORITY_HIGHEST
@ ASSISTANCE_DISTRACT_MOTION_TYPE
@ MOVEMENTGENERATOR_FLAG_INITIALIZATION_PENDING
@ MOVEMENTGENERATOR_FLAG_DEACTIVATED
@ MOVEMENTGENERATOR_FLAG_FINALIZED
@ MOVEMENTGENERATOR_FLAG_INFORM_ENABLED
@ MOVEMENTGENERATOR_FLAG_INITIALIZED
@ MOVEMENTFLAG_ONTRANSPORT
MovementGeneratorType GetMovementGeneratorType() const override
void Finalize(Unit *, bool, bool) override
AssistanceDistractMovementGenerator(uint32 timer, float orientation)
virtual void MovementInform(uint32, uint32)
void SetReactState(ReactStates st)
void Finalize(Unit *, bool, bool) override
void Deactivate(Unit *) override
bool Reset(Unit *) override
bool Initialize(Unit *) override
float _originalOrientation
MovementGeneratorType GetMovementGeneratorType() const override
bool Update(Unit *, uint32) override
DistractMovementGenerator(uint32 timer, float orientation)
bool Reset(Unit *) override
void Deactivate(Unit *) override
MovementGeneratorType GetMovementGeneratorType() const override
void Finalize(Unit *, bool, bool) override
bool Initialize(Unit *) override
void AddFlag(uint16 const flag)
bool HasFlag(uint16 const flag) const
void RemoveFlag(uint16 const flag)
void MoveTo(Vector3 const &destination, bool generatePath=true, bool forceDestination=false)
void DisableTransportPathTransformations()
void SetFacing(float angle)
static Creature * ToCreature(Object *o)
bool Update(Unit *, uint32) override
bool Reset(Unit *) override
RotateMovementGenerator(uint32 id, uint32 time, RotateDirection direction)
MovementGeneratorType GetMovementGeneratorType() const override
RotateDirection _direction
void Finalize(Unit *, bool, bool) override
void Deactivate(Unit *) override
bool Initialize(Unit *) override
void StopMoving(bool force=false)
bool IsStandState() const
bool HasUnitMovementFlag(uint32 f) const
ObjectGuid GetTransGUID() const override
void SetFacingTo(float ori, bool force=true, uint32 movementId=EVENT_FACE)
void SetStandState(UnitStandStateType state)
float GetOrientation() const