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Core/Movement: minor correction on WaypointMovementGenerator
remove the CanMove check since it will never trigger the timer is left there to prevent errors on loading such as leader being created before the other members of the formation making them skip the first movement; purely a workaround
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@@ -58,10 +58,7 @@ void WaypointMovementGenerator<Creature>::LoadPath(Creature* creature)
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return;
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}
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_nextMoveTime.Reset(3000);
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if (CanMove(creature))
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StartMoveNow(creature);
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_nextMoveTime.Reset(1000);
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}
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void WaypointMovementGenerator<Creature>::DoInitialize(Creature* creature)
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