*Send stop packet iff necessary. Hope this can fix the bug that cannot immediatly remove confuse movement and face wrong direction after charging.
--HG-- branch : trunk
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@@ -364,6 +364,8 @@ void Unit::SendMonsterStop()
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data << getMSTime();
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data << uint8(1);
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SendMessageToSet(&data, true);
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clearUnitState(UNIT_STAT_MOVE);
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}
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void Unit::SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint32 Time, Player* player)
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@@ -385,6 +387,8 @@ void Unit::SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint32 T
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player->GetSession()->SendPacket(&data);
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else
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SendMessageToSet( &data, true );
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addUnitState(UNIT_STAT_MOVE);
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}
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/*void Unit::SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint8 type, uint32 MovementFlags, uint32 Time, Player* player)
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@@ -450,6 +454,8 @@ void Unit::SendMonsterMoveByPath(Path const& path, uint32 start, uint32 end)
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//WPAssert( data.size() == 37 + pathnodes.Size( ) * 4 * 3 );
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SendMessageToSet(&data, true);
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addUnitState(UNIT_STAT_MOVE);
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}
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void Unit::resetAttackTimer(WeaponAttackType type)
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