Movement Pause/Clear is already handled in Unit::SetCharmedBy and Unit::RemoveCharmedBy, respectively
TODO: missing PAUSE handling in RandomMovementGenerator
The number of edge cases in which weirdness is seen on "effect movements" will be kinda reduced, plus consistency, plus movementInform on custom movement spline initalizations.
Core/Movement: use helpers for validation
Core/Movement: crashfix workaround
This broke several mechanics such as LK hc Frostmourne Room or Rotface's slime, how come no one noticed it? Like really, no one?
ref ce3787f190d28c1e981598eef2cd24c622a2cbae
justStopped was always set true, but when transports spawn and remain stationary timer, _currentFrame->ArriveTime and _currentFrame->DepartureTime are set to 0, making justStopped always remain true and triggering incorrect calls.
* Core/UnitAI: SelectTarget correction
Set CurrentVictim as first element on targetList if necessary, which is then filled with the threatlist elements that satisfy the predicate.