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fix(Core/Creature): Use proper name for wander distance (#2858)
* Change from spawndist to wander_distance Co-Authored-By: ratkosrb <ratkosrb@users.noreply.github.com> * fix sql error Co-Authored-By: ratkosrb <ratkosrb@users.noreply.github.com> * Let's see if this fixes eluna :) * Revert "Let's see if this fixes eluna :)" This reverts commit be675bf83fc6a02f3347ea76408152d623d374bf. * fix indent * Revert "fix indent" This reverts commit f4cb3d2d9fa908445d342b6f2e6dda9d52fd4665. * Revert "Revert "fix indent"" This reverts commit 48527cfd2f9031f95bdf6e0d7b90111a3c0dc0f2. Co-authored-by: ratkosrb <ratkosrb@users.noreply.github.com>
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@@ -202,10 +202,10 @@ void RandomMovementGenerator<Creature>::DoInitialize(Creature* creature)
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return;
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if (!_wanderDistance)
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_wanderDistance = creature->GetRespawnRadius();
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_wanderDistance = creature->GetWanderDistance();
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_nextMoveTime.Reset(creature->GetDBTableGUIDLow() && creature->GetRespawnRadius() == _wanderDistance ? urand(1, 5000) : 0);
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_wanderDistance = std::max((creature->GetRespawnRadius() == _wanderDistance && creature->GetInstanceId() == 0) ? (creature->CanFly() ? MIN_WANDER_DISTANCE_AIR : MIN_WANDER_DISTANCE_GROUND) : 0.0f, _wanderDistance);
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_nextMoveTime.Reset(creature->GetDBTableGUIDLow() && creature->GetWanderDistance() == _wanderDistance ? urand(1, 5000) : 0);
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_wanderDistance = std::max((creature->GetWanderDistance() == _wanderDistance && creature->GetInstanceId() == 0) ? (creature->CanFly() ? MIN_WANDER_DISTANCE_AIR : MIN_WANDER_DISTANCE_GROUND) : 0.0f, _wanderDistance);
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if (G3D::fuzzyEq(_initialPosition.GetExactDist2d(0.0f, 0.0f), 0.0f))
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{
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@@ -18,7 +18,7 @@ template<class T>
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class RandomMovementGenerator : public MovementGeneratorMedium< T, RandomMovementGenerator<T> >
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{
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public:
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RandomMovementGenerator(float spawnDist = 0.0f) : _nextMoveTime(0), _moveCount(0), _wanderDistance(spawnDist), _pathGenerator(NULL), _currentPoint(RANDOM_POINTS_NUMBER)
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RandomMovementGenerator(float wanderDistance = 0.0f) : _nextMoveTime(0), _moveCount(0), _wanderDistance(wanderDistance), _pathGenerator(NULL), _currentPoint(RANDOM_POINTS_NUMBER)
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{
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_initialPosition.Relocate(0.0f, 0.0f, 0.0f, 0.0f);
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_destinationPoints.reserve(RANDOM_POINTS_NUMBER);
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