Core/SAI: allow to pause/resume waypoint for non-escorting NPCs
Port From (https://github.com/TrinityCore/TrinityCore/commit/56dca10f1b7aa02e2869176ae93b5483406dea09)
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@@ -133,9 +133,6 @@ namespace Game.AI
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public void PausePath(uint delay, bool forced)
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public void PausePath(uint delay, bool forced)
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{
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{
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if (!HasEscortState(SmartEscortState.Escorting))
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return;
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if (HasEscortState(SmartEscortState.Paused))
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if (HasEscortState(SmartEscortState.Paused))
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{
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{
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Log.outError(LogFilter.Server, $"SmartAI.PausePath: Creature entry {me.GetEntry()} wanted to pause waypoint movement while already paused, ignoring.");
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Log.outError(LogFilter.Server, $"SmartAI.PausePath: Creature entry {me.GetEntry()} wanted to pause waypoint movement while already paused, ignoring.");
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@@ -160,9 +157,6 @@ namespace Game.AI
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public void StopPath(uint despawnTime = 0, uint quest = 0, bool fail = false)
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public void StopPath(uint despawnTime = 0, uint quest = 0, bool fail = false)
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{
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{
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if (!HasEscortState(SmartEscortState.Escorting))
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return;
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if (quest != 0)
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if (quest != 0)
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mEscortQuestID = quest;
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mEscortQuestID = quest;
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@@ -275,9 +269,6 @@ namespace Game.AI
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void UpdatePath(uint diff)
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void UpdatePath(uint diff)
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{
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{
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if (!HasEscortState(SmartEscortState.Escorting))
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return;
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if (_escortInvokerCheckTimer < diff)
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if (_escortInvokerCheckTimer < diff)
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{
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{
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if (!IsEscortInvokerInRange())
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if (!IsEscortInvokerInRange())
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