Core/Waypoints: Refactor to split data into path and node related info in db
Port From (https://github.com/TrinityCore/TrinityCore/commit/12186ef8573f60abeff4747da58767ee71092600)
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@@ -1035,7 +1035,7 @@ namespace Game.Movement
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public void MovePath(WaypointPath path, bool repeatable, TimeSpan? duration = null, float? speed = null, MovementWalkRunSpeedSelectionMode speedSelectionMode = MovementWalkRunSpeedSelectionMode.Default,
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(TimeSpan min, TimeSpan max)? waitTimeRangeAtPathEnd = null, float? wanderDistanceAtPathEnds = null, bool followPathBackwardsFromEndToStart = false, bool generatePath = true)
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{
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Log.outDebug(LogFilter.Movement, $"MotionMaster::MovePath: '{_owner.GetGUID()}', starts moving over path Id: {path.id} (repeatable: {repeatable})");
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Log.outDebug(LogFilter.Movement, $"MotionMaster::MovePath: '{_owner.GetGUID()}', starts moving over path Id: {path.Id} (repeatable: {repeatable})");
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Add(new WaypointMovementGenerator(path, repeatable, duration, speed, speedSelectionMode, waitTimeRangeAtPathEnd, wanderDistanceAtPathEnds, followPathBackwardsFromEndToStart, generatePath), MovementSlot.Default);
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}
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