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*Init motionmaster before AI init. This fix some crash bug of script.
--HG-- branch : trunk
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@@ -604,8 +604,8 @@ bool Creature::AIM_Initialize(CreatureAI* ai)
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}
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if(i_AI) delete i_AI;
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i_AI = ai ? ai : FactorySelector::selectAI(this);
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i_motionMaster.Initialize();
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i_AI = ai ? ai : FactorySelector::selectAI(this);
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IsAIEnabled = true;
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return true;
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}
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