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Core/SAI: Fixed crashes in AttackStart related to movement
Closes #1670
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@@ -586,9 +586,9 @@ void SmartAI::KilledUnit(Unit* victim)
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GetScript()->ProcessEventsFor(SMART_EVENT_KILL, victim);
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}
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void SmartAI::JustSummoned(Creature* pUnit)
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void SmartAI::JustSummoned(Creature* creature)
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{
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GetScript()->ProcessEventsFor(SMART_EVENT_SUMMONED_UNIT, pUnit);
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GetScript()->ProcessEventsFor(SMART_EVENT_SUMMONED_UNIT, creature);
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}
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void SmartAI::AttackStart(Unit* who)
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@@ -596,7 +596,7 @@ void SmartAI::AttackStart(Unit* who)
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if (who && me->Attack(who, true))
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{
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SetRun(mRun);
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if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == POINT_MOTION_TYPE)
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if (me->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_ACTIVE) == POINT_MOTION_TYPE)
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me->GetMotionMaster()->MovementExpired();
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if (mCanCombatMove)
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@@ -91,10 +91,10 @@ class SmartAI : public CreatureAI
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void KilledUnit(Unit* victim);
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// Called when the creature summon successfully other creature
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void JustSummoned(Creature* pUnit);
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void JustSummoned(Creature* creature);
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// Tell creature to attack and follow the victim
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void AttackStart(Unit *who);
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void AttackStart(Unit* who);
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// Called if IsVisible(Unit *who) is true at each *who move, reaction at visibility zone enter
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void MoveInLineOfSight(Unit *who);
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