Merge fix
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@@ -538,9 +538,9 @@ void MotionMaster::MovePath(uint32 path_id, ForcedMovement forcedMovement, PathS
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}
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Movement::PointsArray points;
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for (auto& point : *path)
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for (auto const& node : path->Nodes)
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{
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points.push_back(G3D::Vector3(point.second.x, point.second.y, point.second.z));
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points.push_back(G3D::Vector3(node.X, node.Y, node.Z));
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}
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// pass the new PointsArray* to the appropriate MoveSplinePath function
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@@ -879,10 +879,10 @@ void MotionMaster::MoveDistract(uint32 timer)
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void MotionMaster::Mutate(MovementGenerator* m, MovementSlot slot)
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{
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bool const delayed = (_cleanFlag & MMCF_UPDATE);
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while (MovementGenerator* curr = Impl[slot])
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{
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bool delayed = (_top == slot && (_cleanFlag & MMCF_UPDATE));
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// clear slot AND decrease top immediately to avoid crashes when referencing null top in DirectDelete
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Impl[slot] = nullptr;
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while (!empty() && !top())
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@@ -918,7 +918,7 @@ void MotionMaster::MoveWaypoint(uint32 path_id, bool repeatable, PathSource path
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if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
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return;
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Mutate(new WaypointMovementGenerator<Creature>(path_id, pathSource, repeatable), MOTION_SLOT_IDLE);
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Mutate(new WaypointMovementGenerator<Creature>(path_id, repeatable, pathSource), MOTION_SLOT_IDLE);
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LOG_DEBUG("movement.motionmaster", "{} ({}) start moving over path(Id:{}, repeatable: {})",
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_owner->IsPlayer() ? "Player" : "Creature", _owner->GetGUID().ToString(), path_id, repeatable ? "YES" : "NO");
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