Core/Movement: Allow waypoints to use 0 as valid facing value
Port From (https://github.com/TrinityCore/TrinityCore/commit/8501fb572a38b7d278c6e37d7b32164c63771550)
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@@ -351,9 +351,8 @@ namespace Game.Movement
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//! but formationDest contains global coordinates
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init.MoveTo(waypoint.x, waypoint.y, waypoint.z);
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//! Accepts angles such as 0.00001 and -0.00001, 0 must be ignored, default value in waypoint table
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if (waypoint.orientation != 0 && waypoint.delay != 0)
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init.SetFacing(waypoint.orientation);
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if (waypoint.orientation.HasValue && waypoint.delay != 0)
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init.SetFacing(waypoint.orientation.Value);
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switch (waypoint.moveType)
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{
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