Core/Movement: properly fix aura interrupts during movement
Port From (https://github.com/TrinityCore/TrinityCore/commit/43a7091e8a86179e195e2bc021133ce751d48d48)
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@@ -43,6 +43,7 @@ namespace Game.Entities
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public uint m_movementCounter; //< Incrementing counter used in movement packets
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TimeTrackerSmall movesplineTimer;
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MovementForces _movementForces;
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PositionUpdateInfo _positionUpdateInfo;
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protected Unit m_unitMovedByMe; // only ever set for players, and only for direct client control
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protected Player m_playerMovingMe; // only set for direct client control (possess effects, vehicles and similar)
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@@ -555,4 +556,16 @@ namespace Game.Entities
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{
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public StringArray name = new(SharedConst.MaxDeclinedNameCases);
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}
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struct PositionUpdateInfo
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{
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public bool Relocated;
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public bool Turned;
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public void Reset()
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{
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Relocated = false;
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Turned = false;
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}
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}
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}
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