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EQ2Emu/docs/code/mob_movement_manager.md
2025-05-06 09:54:48 -04:00

1.9 KiB

File: mob_movement_manager.h

Classes

  • Mob
  • Client
  • RotateCommand
  • MovementCommand
  • MobMovementEntry
  • PlayerPositionUpdateServer_Struct
  • MobMovementManager
  • Implementation

Functions

  • void Process();
  • void AddMob(Entity *mob);
  • void RemoveMob(Entity *mob);
  • void AddClient(Client *client);
  • void RemoveClient(Client *client);
  • void RotateTo(Entity *who, float to, MobMovementMode mob_movement_mode = MovementRunning);
  • void Teleport(Entity *who, float x, float y, float z, float heading);
  • void NavigateTo(Entity *who, float x, float y, float z, MobMovementMode mode = MovementRunning, bool overrideDistance=false);
  • void StopNavigation(Entity *who);
  • void DisruptNavigation(Entity* who);
  • float FixHeading(float in);
  • void ClearStats();
  • bool IsRunningCommandProcess() {
  • bool SetCommandProcess(bool status) {
  • void UpdatePath(Entity *who, float x, float y, float z, MobMovementMode mob_movement_mode);
  • void UpdatePathGround(Entity *who, float x, float y, float z, MobMovementMode mode);
  • void UpdatePathUnderwater(Entity *who, float x, float y, float z, MobMovementMode movement_mode);
  • void UpdatePathBoat(Entity *who, float x, float y, float z, MobMovementMode mode);
  • void PushTeleportTo(MobMovementEntry &ent, float x, float y, float z, float heading);
  • void PushMoveTo(MobMovementEntry &ent, float x, float y, float z, MobMovementMode mob_movement_mode);
  • void PushSwimTo(MobMovementEntry &ent, float x, float y, float z, MobMovementMode mob_movement_mode);
  • void PushRotateTo(MobMovementEntry &ent, Entity *who, float to, MobMovementMode mob_movement_mode);
  • void PushStopMoving(MobMovementEntry &mob_movement_entry);
  • void PushEvadeCombat(MobMovementEntry &mob_movement_entry);
  • void HandleStuckBehavior(Entity *who, float x, float y, float z, MobMovementMode mob_movement_mode);

Notable Comments

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