本文整理汇总了C++中DoEventIfAny函数的典型用法代码示例。如果您正苦于以下问题:C++ DoEventIfAny函数的具体用法?C++ DoEventIfAny怎么用?C++ DoEventIfAny使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了DoEventIfAny函数的12个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: DoEventIfAny
bool FlightPathMovementGenerator::DoUpdate(Player* player, uint32 /*diff*/)
{
uint32 pointId = (uint32)player->movespline->currentPathIdx();
if (pointId > i_currentNode)
{
bool departureEvent = true;
do
{
DoEventIfAny(player, i_path[i_currentNode], departureEvent);
while (!_pointsForPathSwitch.empty() && _pointsForPathSwitch.front().PathIndex <= i_currentNode)
{
_pointsForPathSwitch.pop_front();
player->m_taxi.NextTaxiDestination();
if (!_pointsForPathSwitch.empty())
{
player->UpdateCriteria(CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING, _pointsForPathSwitch.front().Cost);
player->ModifyMoney(-_pointsForPathSwitch.front().Cost);
}
}
if (pointId == i_currentNode)
break;
if (i_currentNode == _preloadTargetNode)
PreloadEndGrid();
i_currentNode += (uint32)departureEvent;
departureEvent = !departureEvent;
}
while (true);
}
return i_currentNode < (i_path.size() - 1);
}
示例2: DoEventIfAny
bool FlightPathMovementGenerator::DoUpdate(Player* owner, uint32 diff)
{
if (!owner)
return false;
if (!owner->isAlive())
return false;
uint32 pointId = (uint32)owner->movespline->currentPathIdx();
if (pointId > i_currentNode)
{
bool departureEvent = true;
do
{
DoEventIfAny(owner, (*i_path)[i_currentNode], departureEvent);
if (pointId == i_currentNode)
break;
if (i_currentNode == _preloadTargetNode)
PreloadEndGrid();
i_currentNode += (uint32)departureEvent;
departureEvent = !departureEvent;
}
while (true);
}
return i_currentNode < (i_path->size() - 1);
}
示例3: traveller
bool FlightPathMovementGenerator::Update(Player &player, const uint32 &diff)
{
if (MovementInProgress())
{
Traveller<Player> traveller(player);
if (i_destinationHolder.UpdateTraveller(traveller, diff))
{
i_destinationHolder.ResetUpdate(FLIGHT_TRAVEL_UPDATE);
if (i_destinationHolder.HasArrived())
{
DoEventIfAny(player,(*i_path)[i_currentNode], false);
uint32 curMap = (*i_path)[i_currentNode].mapid;
++i_currentNode;
if (MovementInProgress())
{
DoEventIfAny(player,(*i_path)[i_currentNode], true);
sLog->outStaticDebug("loading node %u for player %s", i_currentNode, player.GetName());
if ((*i_path)[i_currentNode].mapid == curMap)
{
// do not send movement, it was sent already
i_destinationHolder.SetDestination(traveller, (*i_path)[i_currentNode].x, (*i_path)[i_currentNode].y, (*i_path)[i_currentNode].z, false);
}
// check if it's time to preload the flightmaster grid at path end
if (i_currentNode == m_preloadTargetNode)
PreloadEndGrid();
return true;
}
//else HasArrived()
}
else
return true;
}
else
return true;
}
// we have arrived at the end of the path
return false;
}
示例4: traveller
bool FlightPathMovementGenerator::Update(Player &player, const uint32 &diff)
{
if (MovementInProgress())
{
Traveller<Player> traveller(player);
if( i_destinationHolder.UpdateTraveller(traveller, diff, false) )
{
if (!IsActive(player)) // force stop processing (movement can move out active zone with cleanup movegens list)
return true; // not expire now, but already lost
i_destinationHolder.ResetUpdate(FLIGHT_TRAVEL_UPDATE);
if (i_destinationHolder.HasArrived())
{
DoEventIfAny(player,(*i_path)[i_currentNode],false);
uint32 curMap = (*i_path)[i_currentNode].mapid;
++i_currentNode;
if (MovementInProgress())
{
DoEventIfAny(player,(*i_path)[i_currentNode],true);
DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "loading node %u for player %s", i_currentNode, player.GetName());
if ((*i_path)[i_currentNode].mapid == curMap)
{
// do not send movement, it was sent already
i_destinationHolder.SetDestination(traveller, (*i_path)[i_currentNode].x, (*i_path)[i_currentNode].y, (*i_path)[i_currentNode].z, false);
}
return true;
}
}
else
return true;
}
else
return true;
}
// we have arrived at the end of the path
return false;
}
示例5: DoEventIfAny
bool FlightPathMovementGenerator::Update(Player &player, const uint32 &diff)
{
uint32 pointId = (uint32)player.movespline->currentPathIdx();
if (pointId > i_currentNode)
{
bool departureEvent = true;
do
{
DoEventIfAny(player,(*i_path)[i_currentNode],departureEvent);
if (pointId == i_currentNode)
break;
i_currentNode += (uint32)departureEvent;
departureEvent = !departureEvent;
} while(true);
}
return i_currentNode < (i_path->size()-1);
}
示例6: DoEventIfAny
bool FlightPathMovementGenerator::DoUpdate(Player &player, uint32 /*diff*/)
{
uint32 pointId = (uint32)player.movespline->currentPathIdx();
if (pointId > i_currentNode)
{
bool departureEvent = true;
do
{
DoEventIfAny(player, (*i_path)[i_currentNode], departureEvent);
if (pointId == i_currentNode)
break;
if (i_currentNode == _preloadTargetNode)
PreloadEndGrid();
i_currentNode += (uint32)departureEvent;
departureEvent = !departureEvent;
}
while (true);
}
return i_currentNode < (i_path->size()-1);
}
示例7: DoInitialize
bool FlightPathMovementGenerator::DoUpdate(Player* player, uint32 /*diff*/)
{
// xinef: map was switched
if (_mapSwitch)
{
DoInitialize(player);
_mapSwitch = false;
return true;
}
uint32 pointId = (uint32)player->movespline->currentPathIdx();
if (pointId > i_currentNode)
{
bool departureEvent = true;
do
{
if (i_currentNode >= i_path.size())
{
sLog->outMisc("TAXI NODE WAS GREATER THAN PATH SIZE, GUID: %u, POINTID: %u, NODESIZE: %lu, CURRENT: %u", player->GetGUIDLow(), pointId, i_path.size(), i_currentNode);
player->CleanupAfterTaxiFlight();
return false;
}
if (i_path[i_currentNode]->mapid != player->GetMapId())
{
sLog->outMisc("Player on different map, curmap: %u, pointmap: %u, nodesize: %lu, currentnode: %u", player->GetMapId(), i_path[i_currentNode]->mapid, i_path.size(), i_currentNode);
player->CleanupAfterTaxiFlight();
return false;
}
DoEventIfAny(player, i_path[i_currentNode], departureEvent);
// xinef: erase any previous points
uint32 curSize = _pointsForPathSwitch.size();
while (!_pointsForPathSwitch.empty() && _pointsForPathSwitch.front() <= i_currentNode)
_pointsForPathSwitch.pop_front();
// xinef: switch destination only once
if (curSize != _pointsForPathSwitch.size())
player->m_taxi.NextTaxiDestination();
if (pointId == i_currentNode)
break;
if (i_currentNode == _preloadTargetNode && player->GetMapId() == _endMapId)
PreloadEndGrid();
i_currentNode += (uint32)departureEvent;
departureEvent = !departureEvent;
// xinef: map should be switched, do not rely on client packets QQ
if (i_currentNode + 1 < i_path.size() && i_path[i_currentNode+1]->mapid != player->GetMapId())
{
++i_currentNode;
_mapSwitch = true;
player->TeleportTo(i_path[i_currentNode]->mapid, i_path[i_currentNode]->x, i_path[i_currentNode]->y, i_path[i_currentNode]->z, player->GetOrientation(), TELE_TO_NOT_LEAVE_TAXI);
return true;
}
// xinef: reached the end
if (i_currentNode >= i_path.size() - 1)
{
player->CleanupAfterTaxiFlight();
player->SetFallInformation(time(NULL), player->GetPositionZ());
if (player->pvpInfo.IsHostile)
player->CastSpell(player, 2479, true);
return false;
}
}
while (true);
}
return i_currentNode < (i_path.size() - 1);
}
示例8: AI
void Transport::Update(uint32 diff)
{
uint32 const positionUpdateDelay = 200;
if (AI())
AI()->UpdateAI(diff);
else if (!AIM_Initialize())
TC_LOG_ERROR("entities.transport", "Could not initialize GameObjectAI for Transport");
if (GetKeyFrames().size() <= 1)
return;
m_goValue.Transport.PathProgress += diff;
uint32 timer = m_goValue.Transport.PathProgress % GetPeriod();
// Set current waypoint
// Desired outcome: _currentFrame->DepartureTime < timer < _nextFrame->ArriveTime
// ... arrive | ... delay ... | departure
// event / event /
for (;;)
{
if (timer >= _currentFrame->ArriveTime)
{
if (!_triggeredArrivalEvent)
{
DoEventIfAny(*_currentFrame, false);
_triggeredArrivalEvent = true;
}
if (timer < _currentFrame->DepartureTime)
{
SetMoving(false);
if (_pendingStop)
SetGoState(GO_STATE_READY);
break; // its a stop frame and we are waiting
}
}
if (_pendingStop && timer >= _currentFrame->DepartureTime && GetGoState() == GO_STATE_READY)
{
m_goValue.Transport.PathProgress = (m_goValue.Transport.PathProgress / GetPeriod());
m_goValue.Transport.PathProgress *= GetPeriod();
m_goValue.Transport.PathProgress += _currentFrame->ArriveTime;
break;
}
if (timer >= _currentFrame->DepartureTime && !_triggeredDepartureEvent)
{
DoEventIfAny(*_currentFrame, true); // departure event
_triggeredDepartureEvent = true;
}
if (timer >= _currentFrame->DepartureTime && timer < _currentFrame->NextArriveTime)
break; // found current waypoint
MoveToNextWaypoint();
// not waiting anymore
SetMoving(true);
// Enable movement
if (GetGOInfo()->moTransport.canBeStopped)
SetGoState(GO_STATE_ACTIVE);
sScriptMgr->OnRelocate(this, _currentFrame->Node->index, _currentFrame->Node->mapid, _currentFrame->Node->x, _currentFrame->Node->y, _currentFrame->Node->z);
TC_LOG_DEBUG("entities.transport", "Transport %u (%s) moved to node %u %u %f %f %f", GetEntry(), GetName().c_str(), _currentFrame->Node->index, _currentFrame->Node->mapid, _currentFrame->Node->x, _currentFrame->Node->y, _currentFrame->Node->z);
// Departure event
if (_currentFrame->IsTeleportFrame())
if (TeleportTransport(_nextFrame->Node->mapid, _nextFrame->Node->x, _nextFrame->Node->y, _nextFrame->Node->z))
return; // Update more in new map thread
}
// Add model to map after we are fully done with moving maps
if (_delayedAddModel)
{
_delayedAddModel = false;
if (m_model)
GetMap()->InsertGameObjectModel(*m_model);
}
// Set position
_positionChangeTimer.Update(diff);
if (_positionChangeTimer.Passed())
{
_positionChangeTimer.Reset(positionUpdateDelay);
if (IsMoving())
{
float t = CalculateSegmentPos(float(timer) * 0.001f);
G3D::Vector3 pos, dir;
_currentFrame->Spline->evaluate_percent(_currentFrame->Index, t, pos);
_currentFrame->Spline->evaluate_derivative(_currentFrame->Index, t, dir);
UpdatePosition(pos.x, pos.y, pos.z, atan2(dir.x, dir.y));
}
}
sScriptMgr->OnTransportUpdate(this, diff);
}
示例9: AI
void Transport::Update(uint32 diff)
{
uint32 const positionUpdateDelay = 200;
if (AI())
AI()->UpdateAI(diff);
else if (!AIM_Initialize())
TC_LOG_ERROR("entities.transport", "Could not initialize GameObjectAI for Transport");
if (GetKeyFrames().size() <= 1)
return;
if (IsMoving() || !_pendingStop)
m_goValue.Transport.PathProgress += diff;
uint32 timer = m_goValue.Transport.PathProgress % GetTransportPeriod();
bool justStopped = false;
// Set current waypoint
// Desired outcome: _currentFrame->DepartureTime < timer < _nextFrame->ArriveTime
// ... arrive | ... delay ... | departure
// event / event /
for (;;)
{
if (timer >= _currentFrame->ArriveTime)
{
if (!_triggeredArrivalEvent)
{
DoEventIfAny(*_currentFrame, false);
_triggeredArrivalEvent = true;
}
if (timer < _currentFrame->DepartureTime)
{
SetMoving(false);
justStopped = true;
if (_pendingStop && GetGoState() != GO_STATE_READY)
{
SetGoState(GO_STATE_READY);
m_goValue.Transport.PathProgress = (m_goValue.Transport.PathProgress / GetTransportPeriod());
m_goValue.Transport.PathProgress *= GetTransportPeriod();
m_goValue.Transport.PathProgress += _currentFrame->ArriveTime;
}
break; // its a stop frame and we are waiting
}
}
if (timer >= _currentFrame->DepartureTime && !_triggeredDepartureEvent)
{
DoEventIfAny(*_currentFrame, true); // departure event
_triggeredDepartureEvent = true;
}
// not waiting anymore
SetMoving(true);
// Enable movement
if (GetGOInfo()->moTransport.allowstopping)
SetGoState(GO_STATE_ACTIVE);
if (timer >= _currentFrame->DepartureTime && timer < _currentFrame->NextArriveTime)
break; // found current waypoint
MoveToNextWaypoint();
sScriptMgr->OnRelocate(this, _currentFrame->Node->NodeIndex, _currentFrame->Node->ContinentID, _currentFrame->Node->Loc.X, _currentFrame->Node->Loc.Y, _currentFrame->Node->Loc.Z);
TC_LOG_DEBUG("entities.transport", "Transport %u (%s) moved to node %u %u %f %f %f", GetEntry(), GetName().c_str(), _currentFrame->Node->NodeIndex, _currentFrame->Node->ContinentID, _currentFrame->Node->Loc.X, _currentFrame->Node->Loc.Y, _currentFrame->Node->Loc.Z);
// Departure event
if (_currentFrame->IsTeleportFrame())
if (TeleportTransport(_nextFrame->Node->ContinentID, _nextFrame->Node->Loc.X, _nextFrame->Node->Loc.Y, _nextFrame->Node->Loc.Z, _nextFrame->InitialOrientation))
return; // Update more in new map thread
}
// Add model to map after we are fully done with moving maps
if (_delayedAddModel)
{
_delayedAddModel = false;
if (m_model)
GetMap()->InsertGameObjectModel(*m_model);
}
// Set position
_positionChangeTimer.Update(diff);
if (_positionChangeTimer.Passed())
{
_positionChangeTimer.Reset(positionUpdateDelay);
if (IsMoving())
{
float t = !justStopped ? CalculateSegmentPos(float(timer) * 0.001f) : 1.0f;
G3D::Vector3 pos, dir;
_currentFrame->Spline->evaluate_percent(_currentFrame->Index, t, pos);
_currentFrame->Spline->evaluate_derivative(_currentFrame->Index, t, dir);
UpdatePosition(pos.x, pos.y, pos.z, std::atan2(dir.y, dir.x) + float(M_PI));
}
else if (justStopped)
UpdatePosition(_currentFrame->Node->Loc.X, _currentFrame->Node->Loc.Y, _currentFrame->Node->Loc.Z, _currentFrame->InitialOrientation);
else
{
//.........这里部分代码省略.........
示例10: AI
void Transport::Update(uint32 diff)
{
uint32 const positionUpdateDelay = 200;
if (AI())
AI()->UpdateAI(diff);
else if (!AIM_Initialize())
TC_LOG_ERROR("entities.transport", "Could not initialize GameObjectAI for Transport");
if (GetKeyFrames().size() <= 1)
return;
if (IsMoving() || !_pendingStop)
m_goValue.Transport.PathProgress += diff;
uint32 timer = m_goValue.Transport.PathProgress % GetPeriod();
// Set current waypoint
// Desired outcome: _currentFrame->DepartureTime < timer < _nextFrame->ArriveTime
// ... arrive | ... delay ... | departure
// event / event /
for (;;)
{
if (timer >= _currentFrame->ArriveTime)
{
if (!_triggeredArrivalEvent)
{
DoEventIfAny(*_currentFrame, false);
_triggeredArrivalEvent = true;
}
if (timer < _currentFrame->DepartureTime)
{
SetMoving(false);
if (_pendingStop && GetGoState() != GO_STATE_READY)
{
SetGoState(GO_STATE_READY);
m_goValue.Transport.PathProgress = (m_goValue.Transport.PathProgress / GetPeriod());
m_goValue.Transport.PathProgress *= GetPeriod();
m_goValue.Transport.PathProgress += _currentFrame->ArriveTime;
}
break; // its a stop frame and we are waiting
}
}
if (timer >= _currentFrame->DepartureTime && !_triggeredDepartureEvent)
{
DoEventIfAny(*_currentFrame, true); // departure event
_triggeredDepartureEvent = true;
}
// not waiting anymore
SetMoving(true);
// Enable movement
if (GetGOInfo()->moTransport.canBeStopped)
SetGoState(GO_STATE_ACTIVE);
if (timer >= _currentFrame->DepartureTime && timer < _currentFrame->NextArriveTime)
break; // found current waypoint
MoveToNextWaypoint();
sScriptMgr->OnRelocate(this, _currentFrame->Node->index, _currentFrame->Node->mapid, _currentFrame->Node->x, _currentFrame->Node->y, _currentFrame->Node->z);
TC_LOG_DEBUG("entities.transport", "Transport %u (%s) moved to node %u %u %f %f %f", GetEntry(), GetName().c_str(), _currentFrame->Node->index, _currentFrame->Node->mapid, _currentFrame->Node->x, _currentFrame->Node->y, _currentFrame->Node->z);
// Departure event
if (_currentFrame->IsTeleportFrame())
if (TeleportTransport(_nextFrame->Node->mapid, _nextFrame->Node->x, _nextFrame->Node->y, _nextFrame->Node->z, _nextFrame->InitialOrientation))
return; // Update more in new map thread
}
// Set position
_positionChangeTimer.Update(diff);
if (_positionChangeTimer.Passed())
{
_positionChangeTimer.Reset(positionUpdateDelay);
if (IsMoving())
{
float t = CalculateSegmentPos(float(timer) * 0.001f);
G3D::Vector3 pos, dir;
_currentFrame->Spline->evaluate_percent(_currentFrame->Index, t, pos);
_currentFrame->Spline->evaluate_derivative(_currentFrame->Index, t, dir);
UpdatePosition(pos.x, pos.y, pos.z, atan2(dir.y, dir.x) + M_PI);
}
else
{
/* There are four possible scenarios that trigger loading/unloading passengers:
1. transport moves from inactive to active grid
2. the grid that transport is currently in becomes active
3. transport moves from active to inactive grid
4. the grid that transport is currently in unloads
*/
if (_staticPassengers.empty() && GetMap()->IsGridLoaded(GetPositionX(), GetPositionY())) // 2.
LoadStaticPassengers();
}
}
sScriptMgr->OnTransportUpdate(this, diff);
//.........这里部分代码省略.........
示例11: getMSTime
void Transport::Update(uint32 /*p_time*/)
{
if (m_WayPoints.size() <= 1)
return;
m_timer = getMSTime() % m_period;
while (((m_timer - m_curr->first) % m_pathTime) > ((m_next->first - m_curr->first) % m_pathTime))
{
DoEventIfAny(*m_curr, true);
m_curr = GetNextWayPoint();
m_next = GetNextWayPoint();
DoEventIfAny(*m_curr,false);
// first check help in case client-server transport coordinates de-synchronization
if (m_curr->second.mapid != GetMapId() || m_curr->second.teleport)
{
TeleportTransport(m_curr->second.mapid, m_curr->second.x, m_curr->second.y, m_curr->second.z);
}
else
{
Relocate(m_curr->second.x, m_curr->second.y, m_curr->second.z);
}
/*
if (m_curr->second.delayed)
{
switch (GetEntry())
{
case 176495:
case 164871:
case 175080:
SendPlaySound(11804, false); break; // ZeppelinDocked
case 20808:
case 181646:
case 176231:
case 176244:
case 176310:
case 177233:
SendPlaySound(5495, false);break; // BoatDockingWarning
default:
SendPlaySound(5154, false); break; // ShipDocked
}
}
*/
/*
for (PlayerSet::const_iterator itr = m_passengers.begin(); itr != m_passengers.end();)
{
PlayerSet::const_iterator it2 = itr;
++itr;
//(*it2)->SetPosition(m_curr->second.x + (*it2)->GetTransOffsetX(), m_curr->second.y + (*it2)->GetTransOffsetY(), m_curr->second.z + (*it2)->GetTransOffsetZ(), (*it2)->GetTransOffsetO());
}
*/
m_nextNodeTime = m_curr->first;
if (m_curr == m_WayPoints.begin() && (sLog.getLogFilter() & LOG_FILTER_TRANSPORT_MOVES) == 0)
sLog.outDetail(" ************ BEGIN ************** %s", this->m_name.c_str());
if ((sLog.getLogFilter() & LOG_FILTER_TRANSPORT_MOVES) == 0)
sLog.outDetail("%s moved to %d %f %f %f %d", this->m_name.c_str(), m_curr->second.id, m_curr->second.x, m_curr->second.y, m_curr->second.z, m_curr->second.mapid);
}
}
示例12: AI
void Transport::Update(uint32 diff)
{
if (!AI())
{
if (!AIM_Initialize())
sLog->outError("Could not initialize GameObjectAI for Transport");
}
else
AI()->UpdateAI(diff);
if (_isStopped)
return;
if (GetKeyFrames().size() <= 1)
return;
//_moveTimer = getMSTime() % _transportInfo->pathTime;
_moveTimer += diff;
_moveTimer %= _transportInfo->pathTime;
// need restart path from beginning
/* if (m_timer < m_curr->pathTime)
{
m_curr = keyFrames.begin();
m_next = m_curr + 1;
} */
while (_moveTimer > _nextFrame->pathTime || _moveTimer < _currentFrame->departureTime)
{
// arrived at next stop point
if (_transportInfo->pathTime > _nextFrame->pathTime && _moveTimer < _nextFrame->departureTime)
{
if (IsMoving())
{
SetMoving(false);
DoEventIfAny(*_currentFrame, false);
}
break;
}
MoveToNextWayPoint();
SetMoving(true);
DoEventIfAny(*_currentFrame, true);
// first check help in case client-server transport coordinates de-synchronization
if (_currentFrame->IsTeleportFrame())
TeleportTransport(_nextFrame->node->mapid, _nextFrame->node->x, _nextFrame->node->y, _nextFrame->node->z);
ASSERT(_nextFrame != GetKeyFrames().begin());
sScriptMgr->OnRelocate(this, _currentFrame->node->index, _currentFrame->node->mapid, _currentFrame->node->x, _currentFrame->node->y, _currentFrame->node->z);
sLog->outDebug(LOG_FILTER_TRANSPORTS, "%s moved to %f %f %f %d", GetName(), GetPositionX(), GetPositionY(), GetPositionZ(), _currentFrame->node->mapid);
}
if (IsMoving())
{
if (_moveTimer < _currentFrame->departureTime || _moveTimer > _nextFrame->pathTime)
sLog->outError("strange times, c.dep:%u, n.pt:%u (%s, %u)", _currentFrame->departureTime, _nextFrame->pathTime, GetName(), m_goInfo->moTransport.mapID);
float t = CalculateSegmentPos((float)_moveTimer/(float)IN_MILLISECONDS);
//if (t < -0.01f || t > 1.01f)
// sLog.outError("strange t=%f (%s, %u)", t, GetName(), m_goInfo->moTransport.mapID);
//G3D::Vector3 pos;
//m_spline->Evaluate(m_curr->node->index - 1, t, pos);
//G3D::Vector3 dir;
//m_spline->EvaluateDerivative(m_curr->node->index - 1, t, dir);
//dir.z = 0.0f;
//dir = -dir.direction();
//Relocate(pos.x, pos.y, pos.z);
float x = _currentFrame->node->x * (1.0f - t) + _nextFrame->node->x * t;
float y = _currentFrame->node->y * (1.0f - t) + _nextFrame->node->y * t;
float z = _currentFrame->node->z * (1.0f - t) + _nextFrame->node->z * t;
float o = GetAngle(_nextFrame->node->x, _nextFrame->node->y) + float(M_PI);
Relocate(x, y, z, o);
UpdatePassengerPositions();
}
sScriptMgr->OnTransportUpdate(this, diff);
}