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Core/Movement: waypoint movement will no longer pick up ongoing spline destinations when the spline path is being stored in db
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@@ -186,10 +186,6 @@ void WaypointMovementGenerator<Creature>::StartMove(Creature* creature, bool rel
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// We have spline points in waypoint_data_addon table so instead of calculating a path, we append the db side spline points and run that one instead.
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int32 splineIndex = 0;
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// We are re-launching our spline. We want to pick up all spline points that have not been passed yet.
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if (!creature->movespline->Finalized() && relaunch && _lastSplineId == creature->movespline->GetId())
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splineIndex = creature->movespline->currentPathIdx();
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std::vector<G3D::Vector3>::const_iterator itr = waypoint.SplinePoints.begin();
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if (splineIndex)
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std::advance(itr, splineIndex);
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