Core/Movement: remove redundant method MovementGenerator::NotifyAIOnFinalize and use existing Finalize - MovementInform implementation
Port From (https://github.com/TrinityCore/TrinityCore/commit/0e0deaefd4e84c8069f6249778774f605fc5e628)
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@@ -580,7 +580,7 @@ namespace Game.Movement
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if (_owner.IsCreature())
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{
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if (time != 0)
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Add(new TimedFleeingGenerator(enemy.GetGUID(), time));
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Add(new TimedFleeingMovementGenerator(enemy.GetGUID(), time));
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else
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Add(new FleeingMovementGenerator<Creature>(enemy.GetGUID()));
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}
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@@ -1119,10 +1119,7 @@ namespace Game.Movement
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{
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case MovementSlot.Default:
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if (_defaultGenerator != null)
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{
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_defaultGenerator.Finalize(_owner, _generators.Empty(), false);
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_defaultGenerator.NotifyAIOnFinalize(_owner);
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}
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_defaultGenerator = movement;
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if (IsStatic(movement))
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@@ -1160,14 +1157,12 @@ namespace Game.Movement
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void Delete(MovementGenerator movement, bool active, bool movementInform)
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{
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movement.Finalize(_owner, active, movementInform);
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movement.NotifyAIOnFinalize(_owner);
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ClearBaseUnitState(movement);
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}
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void DeleteDefault(bool active, bool movementInform)
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{
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_defaultGenerator.Finalize(_owner, active, movementInform);
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_defaultGenerator.NotifyAIOnFinalize(_owner);
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_defaultGenerator = GetIdleMovementGenerator();
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AddFlag(MotionMasterFlags.StaticInitializationPending);
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}
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