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Core/Movement: reset position update interrupt info after the interrupt checks have been executed
* for discussion see: 02daf1bf3a (r36916229)
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@@ -461,6 +461,9 @@ void Unit::Update(uint32 p_time)
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else if (!movespline->Finalized())
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InterruptMovementBasedAuras();
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// All position info based actions have been executed, reset info
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_positionUpdateInfo.Reset();
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if (!GetAI() && (GetTypeId() != TYPEID_PLAYER || (IsCharmed() && GetCharmerGUID().IsCreature())))
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UpdateCharmAI();
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RefreshAI();
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@@ -716,6 +716,12 @@ enum ReactiveType
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struct PositionUpdateInfo
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{
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void Reset()
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{
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Relocated = false;
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Turned = false;
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}
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bool Relocated = false;
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bool Turned = false;
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};
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