Core/Misc: remove incorrect ClearUnitState calls related to movement
Port From (https://github.com/TrinityCore/TrinityCore/commit/c511fa28037094a591d2ecc34b68c7e361f0d454)
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@@ -67,19 +67,7 @@ namespace Game.AI
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public override void AttackStart(Unit who)
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{
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if (!who)
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return;
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if (me.Attack(who, true))
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{
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me.EngageWithTarget(who); // in case it doesn't have threat+combat yet
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if (me.HasUnitState(UnitState.Follow))
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me.ClearUnitState(UnitState.Follow);
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if (IsCombatMovementAllowed())
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me.GetMotionMaster().MoveChase(who);
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}
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base.AttackStart(who);
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}
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public override void MoveInLineOfSight(Unit who)
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