Cleanup some warnings.
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@@ -625,14 +625,14 @@ namespace Game.Movement
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if (_owner.IsTypeId(TypeId.Player))
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{
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PointMovementGenerator<Player> movement = new PointMovementGenerator<Player>(id, x, y, z, generatePath, speed, null, target, spellEffectExtraData);
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PointMovementGenerator<Player> movement = new(id, x, y, z, generatePath, speed, null, target, spellEffectExtraData);
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movement.Priority = MovementGeneratorPriority.Highest;
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movement.BaseUnitState = UnitState.Charging;
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Add(movement);
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}
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else
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{
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PointMovementGenerator<Creature> movement = new PointMovementGenerator<Creature>(id, x, y, z, generatePath, speed, null, target, spellEffectExtraData);
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PointMovementGenerator<Creature> movement = new(id, x, y, z, generatePath, speed, null, target, spellEffectExtraData);
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movement.Priority = MovementGeneratorPriority.Highest;
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movement.BaseUnitState = UnitState.Charging;
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Add(movement);
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@@ -680,7 +680,7 @@ namespace Game.Movement
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if (spellEffectExtraData != null)
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init.SetSpellEffectExtraData(spellEffectExtraData);
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GenericMovementGenerator movement = new GenericMovementGenerator(init, MovementGeneratorType.Effect, 0);
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GenericMovementGenerator movement = new(init, MovementGeneratorType.Effect, 0);
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movement.Priority = MovementGeneratorPriority.Highest;
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Add(movement);
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}
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@@ -730,7 +730,7 @@ namespace Game.Movement
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arrivalSpellTargetGuid = arrivalCast.Target;
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}
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GenericMovementGenerator movement = new GenericMovementGenerator(init, MovementGeneratorType.Effect, id, arrivalSpellId, arrivalSpellTargetGuid);
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GenericMovementGenerator movement = new(init, MovementGeneratorType.Effect, id, arrivalSpellId, arrivalSpellTargetGuid);
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movement.Priority = MovementGeneratorPriority.Highest;
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movement.BaseUnitState = UnitState.Jumping;
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Add(movement);
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@@ -849,7 +849,7 @@ namespace Game.Movement
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init.MoveTo(_owner.GetPositionX(), _owner.GetPositionY(), tz + _owner.GetHoverOffset(), false);
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init.SetFall();
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GenericMovementGenerator movement = new GenericMovementGenerator(init, MovementGeneratorType.Effect, id);
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GenericMovementGenerator movement = new(init, MovementGeneratorType.Effect, id);
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movement.Priority = MovementGeneratorPriority.Highest;
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Add(movement);
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}
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@@ -943,7 +943,7 @@ namespace Game.Movement
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return;
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}
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GenericMovementGenerator movement = new GenericMovementGenerator(init, type, id);
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GenericMovementGenerator movement = new(init, type, id);
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movement.Priority = priority;
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Add(movement);
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}
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