Core/Waypoints: Drop waypoint_scripts table
Port From (https://github.com/TrinityCore/TrinityCore/commit/3f6f683ce4b5f4a95a2d70921de2c80de6b3a8fe)
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@@ -288,7 +288,7 @@ namespace Game.Movement
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}
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if (_waitTimeRangeAtPathEnd.HasValue && _followPathBackwardsFromEndToStart
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&& ((_isReturningToStart && _currentNode == 0) || (!_isReturningToStart && _currentNode == _path.nodes.Count - 1)))
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&& ((_isReturningToStart && _currentNode == 0) || (!_isReturningToStart && _currentNode == _path.nodes.Count - 1)))
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{
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owner.ClearUnitState(UnitState.RoamingMove);
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TimeSpan waitTime = RandomHelper.RandTime(_waitTimeRangeAtPathEnd.Value.min, _waitTimeRangeAtPathEnd.Value.max);
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@@ -301,13 +301,6 @@ namespace Game.Movement
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_nextMoveTime.Reset(waitTime);
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}
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if (waypoint.eventId != 0 && RandomHelper.URand(0, 99) < waypoint.eventChance)
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{
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Log.outDebug(LogFilter.MapsScript, $"Creature movement start script {waypoint.eventId} at point {_currentNode} for {owner.GetGUID()}.");
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owner.ClearUnitState(UnitState.RoamingMove);
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owner.GetMap().ScriptsStart(ScriptsType.Waypoint, waypoint.eventId, owner, null);
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}
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// inform AI
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CreatureAI ai = owner.GetAI();
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if (ai != null)
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