refactor(Core/Movement): Fix Build (#23739)
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@@ -210,10 +210,8 @@ template <> void PointMovementGenerator<Creature>::MovementInform(Creature* unit
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if (Unit* summoner = unit->GetCharmerOrOwner())
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if (Unit* summoner = unit->GetCharmerOrOwner())
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{
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{
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if (UnitAI* AI = summoner->GetAI())
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if (UnitAI* AI = summoner->GetAI())
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{
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AI->SummonMovementInform(unit, POINT_MOTION_TYPE, id);
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AI->SummonMovementInform(unit, POINT_MOTION_TYPE, id);
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}
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}
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}
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else
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else
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{
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{
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if (TempSummon* tempSummon = unit->ToTempSummon())
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if (TempSummon* tempSummon = unit->ToTempSummon())
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@@ -222,7 +220,6 @@ template <> void PointMovementGenerator<Creature>::MovementInform(Creature* unit
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AI->SummonMovementInform(unit, POINT_MOTION_TYPE, id);
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AI->SummonMovementInform(unit, POINT_MOTION_TYPE, id);
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}
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}
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}
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}
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}
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template void PointMovementGenerator<Player>::DoInitialize(Player*);
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template void PointMovementGenerator<Player>::DoInitialize(Player*);
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template void PointMovementGenerator<Creature>::DoInitialize(Creature*);
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template void PointMovementGenerator<Creature>::DoInitialize(Creature*);
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@@ -276,24 +276,16 @@ void WaypointMovementGenerator<Creature>::MovementInform(Creature* creature)
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if (Unit* owner = creature->GetCharmerOrOwner())
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if (Unit* owner = creature->GetCharmerOrOwner())
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{
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{
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if (UnitAI* AI = owner->GetAI())
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if (UnitAI* AI = owner->GetAI())
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{
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AI->SummonMovementInform(creature, WAYPOINT_MOTION_TYPE, i_currentNode);
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AI->SummonMovementInform(creature, WAYPOINT_MOTION_TYPE, i_currentNode);
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}
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}
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}
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else
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else
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{
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{
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if (TempSummon* tempSummon = creature->ToTempSummon())
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if (TempSummon* tempSummon = creature->ToTempSummon())
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{
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if (Unit* owner = tempSummon->GetSummonerUnit())
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if (Unit* owner = tempSummon->GetSummonerUnit())
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{
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if (UnitAI* AI = owner->GetAI())
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if (UnitAI* AI = owner->GetAI())
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{
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AI->SummonMovementInform(creature, WAYPOINT_MOTION_TYPE, i_currentNode);
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AI->SummonMovementInform(creature, WAYPOINT_MOTION_TYPE, i_currentNode);
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}
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}
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}
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}
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}
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}
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}
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void WaypointMovementGenerator<Creature>::Pause(uint32 timer)
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void WaypointMovementGenerator<Creature>::Pause(uint32 timer)
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{
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{
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