Moved most randomisation functions usage from static version into Map object.
--HG-- branch : trunk
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@@ -128,7 +128,7 @@ RandomMovementGenerator<Creature>::Initialize(Creature &creature)
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if (creature.canFly())
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creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
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else
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creature.SetUnitMovementFlags(irand(0,RUNNING_CHANCE_RANDOMMV) > 0 ? MOVEMENTFLAG_WALK_MODE : MOVEMENTFLAG_NONE );
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creature.SetUnitMovementFlags(creature.GetMap()->irand(0,RUNNING_CHANCE_RANDOMMV) > 0 ? MOVEMENTFLAG_WALK_MODE : MOVEMENTFLAG_NONE );
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_setRandomLocation(creature);
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}
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@@ -171,7 +171,7 @@ RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff
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if (creature.canFly())
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creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
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else
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creature.SetUnitMovementFlags(irand(0,RUNNING_CHANCE_RANDOMMV) > 0 ? MOVEMENTFLAG_WALK_MODE : MOVEMENTFLAG_NONE);
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creature.SetUnitMovementFlags(creature.GetMap()->irand(0,RUNNING_CHANCE_RANDOMMV) > 0 ? MOVEMENTFLAG_WALK_MODE : MOVEMENTFLAG_NONE);
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_setRandomLocation(creature);
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}
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else if(creature.isPet() && creature.GetOwner() && creature.GetDistance(creature.GetOwner()) > PET_FOLLOW_DIST+2.5f)
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