21#include "G3DPosition.hpp"
77 init.
MoveTo(PositionToVector3(destination));
94 SetTargetLocation(owner);
157 ai->JustReachedHome();
@ MOVEMENTGENERATOR_FLAG_INITIALIZATION_PENDING
@ MOVEMENTGENERATOR_FLAG_DEACTIVATED
@ MOVEMENTGENERATOR_FLAG_FINALIZED
@ MOVEMENTGENERATOR_FLAG_INTERRUPTED
@ MOVEMENTGENERATOR_FLAG_INFORM_ENABLED
@ MOVEMENTGENERATOR_FLAG_INITIALIZED
@ UNIT_STATE_ROAMING_MOVE
@ UNIT_STATE_ALL_ERASABLE
bool LoadCreaturesAddon()
void SetNoSearchAssistance(bool val)
void GetHomePosition(float &x, float &y, float &z, float &ori) const
void InitializeMovementCapabilities()
bool IsStateRestoredOnEvade() const
void LoadCreaturesSparringHealth(bool force=false)
MovementGeneratorType GetMovementGeneratorType() const override
bool DoUpdate(T *, uint32)
void SetTargetLocation(T *)
void DoFinalize(T *, bool, bool)
void MoveTo(Vector3 const &destination, bool generatePath=true, bool forceDestination=false)
void SetWalk(bool enable)
void SetFacing(float angle)
void ClearUnitState(uint32 f)
void AddUnitState(uint32 f)
bool HasUnitState(const uint32 f) const
std::unique_ptr< Movement::MoveSpline > movespline
Vehicle * GetVehicleKit() const
void Reset(bool evading=false)
Reapplies immunities and reinstalls accessories. Only has effect for creatures.
void UpdateAllowedPositionZ(float x, float y, float &z, float *groundZ=nullptr) const
constexpr float GetOrientation() const