Core/Movement: MotionMaster reimplementation
Port From (https://github.com/TrinityCore/TrinityCore/commit/426f9f2f92b26fbb68e7cda9290ccbd586c6af4e)
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@@ -186,13 +186,13 @@ namespace Scripts.World.EmeraldDragons
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if (target)
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{
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_roamTimer = RandomHelper.URand(15000, 30000);
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me.GetMotionMaster().Clear(false);
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me.GetMotionMaster().Clear();
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me.GetMotionMaster().MoveChase(target, 0.2f);
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}
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else
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{
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_roamTimer = 2500;
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me.GetMotionMaster().Clear(false);
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me.GetMotionMaster().Clear();
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me.GetMotionMaster().MoveRandom(25.0f);
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}
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// Seeping fog movement is slow enough for a player to be able to walk backwards and still outpace it
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@@ -2323,7 +2323,7 @@ namespace Scripts.World.NpcSpecial
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init.DisableTransportPathTransformations();
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init.MoveTo(x, y, z, false);
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init.SetFacing(o);
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who.GetMotionMaster().LaunchMoveSpline(init, EventId.VehicleBoard, MovementSlot.Controlled);
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who.GetMotionMaster().LaunchMoveSpline(init, EventId.VehicleBoard, MovementGeneratorPriority.Highest);
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who.m_Events.AddEvent(new CastFoodSpell(who, SpellIds.ChairSpells[who.GetEntry()]), who.m_Events.CalculateTime(1000));
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Creature creature = who.ToCreature();
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if (creature)
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