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Core/Movement: implement smooth waypoints
* delays can now be negative to support sniffed transition times from one waypoint path to another * early transitions will now pick up the ongoing spline destination and start calculating their path from that point on * waypoints may now use db side spline pathings in a new db table to support special spline shapes are not generated by normal pathfinding (e.g. scripted flight paths) * current waypoints will still the work the way they did before for legacy and custom support
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Original file line number | Diff line number | Diff line change |
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DROP TABLE IF EXISTS `waypoint_data_addon`; | ||
CREATE TABLE `waypoint_data_addon` ( | ||
`PathID` INT(10) UNSIGNED NOT NULL DEFAULT 0, | ||
`PointID` INT(10) UNSIGNED NOT NULL DEFAULT 0, | ||
`SplinePointIndex` TINYINT(3) UNSIGNED NOT NULL DEFAULT 0, | ||
`PositionX` FLOAT NOT NULL DEFAULT 0, | ||
`PositionY` FLOAT NOT NULL DEFAULT 0, | ||
`PositionZ` FLOAT NOT NULL DEFAULT 0 | ||
); | ||
|
||
ALTER TABLE `waypoint_data` CHANGE `delay` `delay` INT(10) DEFAULT 0 NOT NULL; |
280 changes: 148 additions & 132 deletions
280
src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp
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