Core/Entities: Fix some weird movement due to los issues
Port From (https://github.com/TrinityCore/TrinityCore/commit/446fc391f02d3ca8e1332b58f910a5b7d1c8e226)
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@@ -2717,7 +2717,7 @@ namespace Game.Entities
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// Set the movement flags if the creature is in that mode. (Only fly if actually in air, only swim if in water, etc)
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float ground = GetFloorZ();
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bool isInAir = (MathFunctions.fuzzyGt(GetPositionZMinusOffset(), ground + 0.05f) || MathFunctions.fuzzyLt(GetPositionZMinusOffset(), ground - 0.05f)); // Can be underground too, prevent the falling
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bool isInAir = (MathFunctions.fuzzyGt(GetPositionZMinusOffset(), ground + MapConst.GroundHeightTolerance) || MathFunctions.fuzzyLt(GetPositionZMinusOffset(), ground - MapConst.GroundHeightTolerance)); // Can be underground too, prevent the falling
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if (GetCreatureTemplate().InhabitType.HasAnyFlag(InhabitType.Air) && isInAir && !IsFalling())
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{
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