Core/Movement: fixed up logic in previously added random movement minumum wander distance check and prevent the random movement generator from launching too short splines
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@@ -2176,16 +2176,21 @@ void ObjectMgr::LoadCreatures()
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data.movementType = IDLE_MOTION_TYPE;
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}
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if (data.wanderDistance < 0.1f)
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if (data.wanderDistance < 0.0f)
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{
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TC_LOG_ERROR("sql.sql", "Table `creature` has creature (GUID: %u Entry: %u) with `wander_distance`< 0.0, set to 0.", guid, data.id);
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data.wanderDistance = 0.0f;
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}
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else if (data.wanderDistance > 0.0f && data.wanderDistance < 0.1f)
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{
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TC_LOG_ERROR("sql.sql", "Table `creature` has creature (GUID: %u Entry: %u) with `wander_distance`< 0.1, set to 0.", guid, data.id);
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data.wanderDistance = 0.0f;
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}
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else if (data.movementType == RANDOM_MOTION_TYPE)
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{
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if (G3D::fuzzyEq(data.wanderDistance, 0.1f))
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if (G3D::fuzzyEq(data.wanderDistance, 0.0f))
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{
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TC_LOG_ERROR("sql.sql", "Table `creature` has creature (GUID: %u Entry: %u) with `MovementType`= 1 (random movement) but with `wander_distance`= 0.1, replace by idle movement type (0).", guid, data.id);
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TC_LOG_ERROR("sql.sql", "Table `creature` has creature (GUID: %u Entry: %u) with `MovementType`= 1 (random movement) but with `wander_distance`= 0, replace by idle movement type (0).", guid, data.id);
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data.movementType = IDLE_MOTION_TYPE;
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}
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}
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