Core/Object: Bump hover delta handling on nearpoints downstack into GetNearPoint2D (from movement generators); functionality should be unchanged
Port From (https://github.com/TrinityCore/TrinityCore/commit/f69d12504ca3089439fa6d33b7c6e73e1585779f)
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@@ -359,7 +359,7 @@ namespace Game.Movement
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float dist = 2 * moveTimeHalf * speedXY;
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float max_height = -MoveSpline.ComputeFallElevation(moveTimeHalf, false, -speedZ);
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_owner.GetNearPoint(_owner, out x, out y, out z, _owner.GetCombatReach(), dist, _owner.GetAbsoluteAngle(srcX, srcY) + MathFunctions.PI);
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_owner.GetNearPoint(_owner, out x, out y, out z, dist, _owner.GetAbsoluteAngle(srcX, srcY) + MathFunctions.PI);
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MoveSplineInit init = new(_owner);
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init.MoveTo(x, y, z);
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@@ -381,7 +381,7 @@ 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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_owner.GetNearPoint2D(null, out float x, out float y, dist, _owner.GetOrientation() + angle);
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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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