Core/Movement: Use SetWalk(true/false) instead of AddUnit/RemoveUnit.
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@@ -307,11 +307,7 @@ void npc_escortAI::MovementInform(uint32 moveType, uint32 pointId)
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{
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI has returned to original position before combat");
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if (m_bIsRunning && me->HasUnitMovementFlag(MOVEMENTFLAG_WALKING))
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me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
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else if (!m_bIsRunning && !me->HasUnitMovementFlag(MOVEMENTFLAG_WALKING))
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me->AddUnitMovementFlag(MOVEMENTFLAG_WALKING);
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me->SetWalk(!m_bIsRunning);
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RemoveEscortState(STATE_ESCORT_RETURNING);
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if (!m_uiWPWaitTimer)
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@@ -400,14 +396,14 @@ void npc_escortAI::SetRun(bool on)
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if (on)
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{
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if (!m_bIsRunning)
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me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
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me->SetWalk(false);
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else
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI attempt to set run mode, but is already running.");
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}
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else
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{
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if (m_bIsRunning)
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me->AddUnitMovementFlag(MOVEMENTFLAG_WALKING);
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me->SetWalk(true);
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else
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI attempt to set walk mode, but is already walking.");
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}
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@@ -473,9 +469,9 @@ void npc_escortAI::Start(bool isActiveAttacker /* = true*/, bool run /* = false
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//Set initial speed
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if (m_bIsRunning)
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me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
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me->SetWalk(false);
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else
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me->AddUnitMovementFlag(MOVEMENTFLAG_WALKING);
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me->SetWalk(true);
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AddEscortState(STATE_ESCORT_ESCORTING);
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}
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@@ -45,7 +45,7 @@ SmartAI::SmartAI(Creature* c) : CreatureAI(c)
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mCanRepeatPath = false;
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// spawn in run mode
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me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
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me->SetWalk(false);
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mRun = false;
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me->GetPosition(&mLastOOCPos);
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@@ -720,9 +720,9 @@ uint64 SmartAI::GetGUID(int32 /*id*/)
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void SmartAI::SetRun(bool run)
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{
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if (run)
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me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
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me->SetWalk(false);
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else
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me->AddUnitMovementFlag(MOVEMENTFLAG_WALKING);
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me->SetWalk(true);
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mRun = run;
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}
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