Core/Scripts: Remove now-unused WaypointPathStarted hook. WaypointStarted does everything it used to do, anyway.
Port From (https://github.com/TrinityCore/TrinityCore/commit/fc094509e9df59e055840936ba3389504fba87df)
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@@ -546,8 +546,6 @@ namespace Game.AI
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/// == Waypoints system =============================
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///
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public virtual void WaypointPathStarted(uint pathId) { }
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public virtual void WaypointStarted(uint nodeId, uint pathId) { }
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public virtual void WaypointReached(uint nodeId, uint pathId) { }
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@@ -390,11 +390,6 @@ namespace Game.AI
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return true;
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}
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public override void WaypointPathStarted(uint pathId)
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{
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// SmartAI::WaypointStarted() already handles the case of starting the 1st waypoint
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}
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public override void WaypointStarted(uint nodeId, uint pathId)
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{
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GetScript().ProcessEventsFor(SmartEvents.WaypointStart, null, nodeId, pathId);
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@@ -119,11 +119,6 @@ namespace Game.Movement
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owner.StopMoving();
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_nextMoveTime.Reset(1000);
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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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ai.WaypointPathStarted(_path.id);
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}
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public override void DoReset(Creature owner)
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