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fix(Core/AI): more AI factory checks (#12402)
Co-authored-by: ariel- <ariel-@users.noreply.github.com> Co-authored-by: Treeston <treeston@users.noreply.github.com> Co-authored-by: Aokromes <aokromes@users.noreply.github.com>
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@@ -12561,8 +12561,13 @@ void Player::SetMover(Unit* target)
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LOG_INFO("misc", "Player::SetMover (B2) - {}, {}, {}, {}, {}, {}, {}, {}", target->GetGUID().ToString(), target->GetMapId(), target->GetInstanceId(), target->FindMap()->GetId(), target->IsInWorld() ? 1 : 0, target->IsDuringRemoveFromWorld() ? 1 : 0, (target->ToPlayer() && target->ToPlayer()->IsBeingTeleported() ? 1 : 0), target->isBeingLoaded() ? 1 : 0);
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}
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m_mover->m_movedByPlayer = nullptr;
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if (m_mover->GetTypeId() == TYPEID_UNIT)
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m_mover->GetMotionMaster()->Initialize();
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m_mover = target;
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m_mover->m_movedByPlayer = this;
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if (m_mover->GetTypeId() == TYPEID_UNIT)
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m_mover->GetMotionMaster()->Initialize();
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}
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uint32 Player::GetCorpseReclaimDelay(bool pvp) const
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