Core/Entities: Fix some weird movement due to los issues
Port From (https://github.com/TrinityCore/TrinityCore/commit/446fc391f02d3ca8e1332b58f910a5b7d1c8e226)
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@@ -103,9 +103,7 @@ namespace Game.Movement
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GetPoint(owner, ref destination);
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// Add LOS check for target point
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Position currentPosition = owner.GetPosition();
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bool isInLOS = Global.VMapMgr.IsInLineOfSight(PhasingHandler.GetTerrainMapId(owner.GetPhaseShift(), owner.GetMap(), currentPosition.posX, currentPosition.posY), currentPosition.posX, currentPosition.posY, currentPosition.posZ + 2.0f, destination.GetPositionX(), destination.GetPositionY(), destination.GetPositionZ() + 2.0f, ModelIgnoreFlags.Nothing);
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if (!isInLOS)
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if (!owner.IsWithinLOS(destination.GetPositionX(), destination.GetPositionY(), destination.GetPositionZ()))
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{
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_timer.Reset(200);
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return;
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@@ -174,7 +174,7 @@ namespace Game.Movement
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// Check both start and end points, if they're both in water, then we can *safely* let the creature move
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for (uint i = 0; i < _pathPoints.Length; ++i)
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{
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ZLiquidStatus status = _sourceUnit.GetMap().GetLiquidStatus(_sourceUnit.GetPhaseShift(), _pathPoints[i].X, _pathPoints[i].Y, _pathPoints[i].Z, MapConst.MapAllLiquidTypes);
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ZLiquidStatus status = _sourceUnit.GetMap().GetLiquidStatus(_sourceUnit.GetPhaseShift(), _pathPoints[i].X, _pathPoints[i].Y, _pathPoints[i].Z, MapConst.MapAllLiquidTypes, _sourceUnit.GetCollisionHeight());
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// One of the points is not in the water, cancel movement.
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if (status == ZLiquidStatus.NoWater)
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{
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@@ -839,7 +839,7 @@ namespace Game.Movement
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NavTerrainFlag GetNavTerrain(float x, float y, float z)
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{
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LiquidData data;
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ZLiquidStatus liquidStatus = _sourceUnit.GetMap().GetLiquidStatus(_sourceUnit.GetPhaseShift(), x, y, z, MapConst.MapAllLiquidTypes, out data);
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ZLiquidStatus liquidStatus = _sourceUnit.GetMap().GetLiquidStatus(_sourceUnit.GetPhaseShift(), x, y, z, MapConst.MapAllLiquidTypes, out data, _sourceUnit.GetCollisionHeight());
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if (liquidStatus == ZLiquidStatus.NoWater)
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return NavTerrainFlag.Ground;
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@@ -382,7 +382,7 @@ namespace Game.Movement
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float moveTimeHalf = (float)(speedZ / gravity);
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float dist = 2 * moveTimeHalf * speedXY;
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_owner.GetNearPoint2D(out float x, out float y, dist, _owner.GetOrientation() + angle);
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float z = _owner.GetPositionZ() + _owner.GetMidsectionHeight();
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float z = _owner.GetPositionZ();
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_owner.UpdateAllowedPositionZ(x, y, ref z);
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MoveJump(x, y, z, 0.0f, speedXY, speedZ);
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}
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@@ -440,7 +440,7 @@ namespace Game.Movement
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if (_owner.IsFlying())
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point.Z = z;
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else
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point.Z = _owner.GetMap().GetHeight(_owner.GetPhaseShift(), point.X, point.Y, z);
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point.Z = _owner.GetMapHeight(point.X, point.Y, z);
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init.args.path[i] = point;
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}
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@@ -518,7 +518,7 @@ namespace Game.Movement
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public void MoveFall(uint id = 0)
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{
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// use larger distance for vmap height search than in most other cases
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float tz = _owner.GetMap().GetHeight(_owner.GetPhaseShift(), _owner.GetPositionX(), _owner.GetPositionY(), _owner.GetPositionZ(), true, MapConst.MaxFallDistance);
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float tz = _owner.GetMapHeight(_owner.GetPositionX(), _owner.GetPositionY(), _owner.GetPositionZ(), true, MapConst.MaxFallDistance);
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if (tz <= MapConst.InvalidHeight)
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return;
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