27 b << v.x << v.y << v.z;
32 b >> v.x >> v.y >> v.z;
50 data << move_spline.
GetId();
99 G3D::Vector3
const* real_path = &spline.
getPoint(1);
102 data << real_path[last_idx];
105 G3D::Vector3 middle = (real_path[0] + real_path[last_idx]) / 2.f;
108 for (
uint32 i = 1; i < last_idx; ++i)
110 offset = middle - real_path[i];
111 data << TaggedPosition<Position::PackedXYZ>(offset.x, offset.y, offset.z);
155 data << splineFlags.
raw();
172 data << move_spline.
GetId();
MySpline::ControlArray const & getPath() const
Vector3 FinalDestination() const
float vertical_acceleration
MoveSplineFlag splineflags
static void WriteCreate(MoveSpline const &mov, ByteBuffer &data)
static void WriteStopMovement(G3D::Vector3 const &loc, uint32 splineId, ByteBuffer &data)
static void WriteCommonMonsterMovePart(MoveSpline const &mov, ByteBuffer &data)
static void WriteMonsterMove(MoveSpline const &mov, ByteBuffer &data)
Vector3 const & getPoint(index_type i) const
index_type getPointCount() const
EvaluationMode mode() const
void WriteCatmullRomPath(Spline< int32 > const &spline, ByteBuffer &data)
void operator<<(ByteBuffer &b, Vector3 const &v)
void WriteLinearPath(Spline< int32 > const &spline, ByteBuffer &data)
void operator>>(ByteBuffer &b, Vector3 &v)
void WriteCatmullRomCyclicPath(Spline< int32 > const &spline, ByteBuffer &data)
@ MonsterMoveFacingTarget
struct Movement::FacingInfo::@263 f