Core/Creature: dropped advance movement until it is moved to ChaseMovementGenerator
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@@ -485,28 +485,6 @@ void Unit::MonsterMoveWithSpeed(float x, float y, float z, float speed, bool gen
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init.Launch();
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}
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void Unit::MoveAdvanceTo(Unit* target)
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{
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if (!target) // Just in case
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return;
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// Do not reposition ourself when we are not allowed to move
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if ((IsMovementPreventedByCasting() || isMoving() || !CanFreeMove()) &&
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GetMotionMaster()->GetCurrentMovementGeneratorType() != CHASE_MOTION_TYPE)
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return;
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float x, y, z;
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GetNearPoint(target, x, y, z, 0.0f, 0.0f, target->GetAngle(this));
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Movement::MoveSplineInit init(this);
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init.MoveTo(x, y, z, true, false);
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// Creatures except humanoids move backwards instead of turning arround
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if (ToCreature() && ToCreature()->GetCreatureTemplate()->type != CREATURE_TYPE_HUMANOID)
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init.SetOrientationFixed(true);
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init.Launch();
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}
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void Unit::UpdateSplineMovement(uint32 t_diff)
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{
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if (movespline->Finalized())
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