Entities/Unit: Cleanup all the direct accesses to m_unitMovedByMe. Refactor the field to be protected. Add assertions to catch dangling pointers.
Port From (https://github.com/TrinityCore/TrinityCore/commit/edc75831194bc2419e3abada47121fadf4b2aa8d)
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@@ -209,8 +209,6 @@ namespace Game.Entities
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public List<ObjectGuid> m_clientGUIDs = new();
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public List<ObjectGuid> m_visibleTransports = new();
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public WorldObject seerView;
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// only changed for direct client control (possess, vehicle etc.), not stuff you control using pet commands
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public Unit m_unitMovedByMe;
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Team m_team;
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ReputationMgr reputationMgr;
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QuestObjectiveCriteriaManager m_questObjectiveCriteriaMgr;
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