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fix(Core/Movement): remove unecessary reset() (#20419)
Co-authored-by: Ovahlord <18347559+ovahlord@users.noreply.github.com>
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@@ -241,8 +241,6 @@ void RandomMovementGenerator<Creature>::DoInitialize(Creature* creature)
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if (!_wanderDistance)
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if (!_wanderDistance)
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_wanderDistance = creature->GetWanderDistance();
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_wanderDistance = creature->GetWanderDistance();
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_pathGenerator.reset();
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_nextMoveTime.Reset(creature->GetSpawnId() && creature->GetWanderDistance() == _wanderDistance ? urand(1, 5000) : 0);
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_nextMoveTime.Reset(creature->GetSpawnId() && creature->GetWanderDistance() == _wanderDistance ? urand(1, 5000) : 0);
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_wanderDistance = std::max((creature->GetWanderDistance() == _wanderDistance && creature->GetInstanceId() == 0) ? (creature->CanFly() ? MIN_WANDER_DISTANCE_AIR : MIN_WANDER_DISTANCE_GROUND) : 0.0f, _wanderDistance);
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_wanderDistance = std::max((creature->GetWanderDistance() == _wanderDistance && creature->GetInstanceId() == 0) ? (creature->CanFly() ? MIN_WANDER_DISTANCE_AIR : MIN_WANDER_DISTANCE_GROUND) : 0.0f, _wanderDistance);
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@@ -281,7 +279,6 @@ bool RandomMovementGenerator<Creature>::DoUpdate(Creature* creature, const uint3
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{
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{
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_nextMoveTime.Reset(0); // Expire the timer
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_nextMoveTime.Reset(0); // Expire the timer
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creature->StopMoving();
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creature->StopMoving();
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_pathGenerator.reset();
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return true;
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return true;
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}
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}
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