fix(Core/Movement): add creature formation movement generator (#25030)
Co-authored-by: Shauren <shauren.trinity@gmail.com> Co-authored-by: Rocco Silipo <108557877+Rorschach91@users.noreply.github.com>
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@@ -166,6 +166,7 @@ namespace Movement
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time_passed = 0;
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vertical_acceleration = 0.f;
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effect_start_time = 0;
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velocity = args.velocity;
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// Check if its a stop spline
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if (args.flags.done)
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@@ -190,7 +191,7 @@ namespace Movement
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}
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MoveSpline::MoveSpline() : m_Id(0), time_passed(0),
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vertical_acceleration(0.f), initialOrientation(0.f), effect_start_time(0), point_Idx(0), point_Idx_offset(0),
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vertical_acceleration(0.f), initialOrientation(0.f), velocity(0.f), effect_start_time(0), point_Idx(0), point_Idx_offset(0),
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onTransport(false)
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{
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splineflags.done = true;
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@@ -64,6 +64,7 @@ namespace Movement
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//float duration_mod_next;
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float vertical_acceleration;
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float initialOrientation;
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float velocity;
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int32 effect_start_time;
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int32 point_Idx;
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int32 point_Idx_offset;
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@@ -85,6 +86,7 @@ namespace Movement
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[[nodiscard]] int32 Duration() const { return spline.length(); }
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[[nodiscard]] MySpline const& _Spline() const { return spline; }
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[[nodiscard]] int32 _currentSplineIdx() const { return point_Idx; }
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[[nodiscard]] float Velocity() const { return velocity; }
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void _Finalize();
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void _Interrupt() { splineflags.done = true; }
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