Core/Movement: Corrected all speed checks
Port From (https://github.com/TrinityCore/TrinityCore/commit/396457e36a78ebd6f2b1c801121880168908134b)
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@@ -351,6 +351,9 @@ namespace Game.Movement
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if (_owner.IsTypeId(TypeId.Player))
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return;
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if (speedXY < 0.01f)
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return;
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float x, y, z;
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float moveTimeHalf = (float)(speedZ / gravity);
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float dist = 2 * moveTimeHalf * speedXY;
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@@ -393,6 +396,8 @@ namespace Game.Movement
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JumpArrivalCastArgs arrivalCast = null, SpellEffectExtraData spellEffectExtraData = null)
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{
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Log.outDebug(LogFilter.Server, "Unit ({0}) jump to point (X: {1} Y: {2} Z: {3})", _owner.GetGUID().ToString(), x, y, z);
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if (speedXY < 0.01f)
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return;
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float moveTimeHalf = (float)(speedZ / gravity);
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float max_height = -MoveSpline.computeFallElevation(moveTimeHalf, false, -speedZ);
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@@ -66,7 +66,7 @@ namespace Game.Movement
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if (!CHECK(path.Length > 1))
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return false;
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if (!CHECK(velocity > 0.01f))
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if (!CHECK(velocity >= 0.01f))
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return false;
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if (!CHECK(time_perc >= 0.0f && time_perc <= 1.0f))
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return false;
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@@ -4179,7 +4179,7 @@ namespace Game.Spells
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float ratio = 0.1f;
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float speedxy = effectInfo.MiscValue * ratio;
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float speedz = damage * ratio;
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if (speedxy < 0.1f && speedz < 0.1f)
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if (speedxy < 0.01f && speedz < 0.01f)
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return;
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float x, y;
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