#include "PointMovementGenerator.h"
◆ EffectMovementGenerator()
EffectMovementGenerator::EffectMovementGenerator |
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uint32 |
Id | ) |
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inlineexplicit |
uint32 m_Id
Definition: PointMovementGenerator.h:82
◆ Finalize()
void EffectMovementGenerator::Finalize |
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Unit * |
unit | ) |
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overridevirtual |
Implements MovementGenerator.
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@ TYPEID_UNIT
Definition: ObjectGuid.h:37
@ MOVEMENTFLAG_FALLING
Definition: Unit.h:564
@ EFFECT_MOTION_TYPE
Definition: MotionMaster.h:54
virtual void MovementInform(uint32, uint32)
Definition: CreatureAI.h:152
CreatureAI * AI() const
Definition: Creature.h:135
TypeID GetTypeId() const
Definition: Object.h:121
Creature * ToCreature()
Definition: Object.h:197
Movement::MoveSpline * movespline
Definition: Unit.h:2440
bool HasUnitMovementFlag(uint32 f) const
Definition: Unit.h:2274
void RemoveUnitMovementFlag(uint32 f)
Definition: Unit.h:2273
bool isFalling() const
Definition: MoveSpline.h:118
References Creature::AI(), EFFECT_MOTION_TYPE, Object::GetTypeId(), Unit::HasUnitMovementFlag(), Movement::MoveSpline::isFalling(), m_Id, MOVEMENTFLAG_FALLING, CreatureAI::MovementInform(), Unit::movespline, Unit::RemoveUnitMovementFlag(), Object::ToCreature(), and TYPEID_UNIT.
◆ GetMovementGeneratorType()
◆ Initialize()
void EffectMovementGenerator::Initialize |
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Unit * |
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inlineoverridevirtual |
◆ Reset()
void EffectMovementGenerator::Reset |
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Unit * |
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inlineoverridevirtual |
◆ Update()
bool EffectMovementGenerator::Update |
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Unit * |
unit, |
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uint32 |
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) |
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overridevirtual |
◆ m_Id
uint32 EffectMovementGenerator::m_Id |
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private |