Remove/Add creature from/to map when it changes map.
Note: creatures was never supposed to change map, but now the core allows them to move with transports...
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@@ -2387,22 +2387,15 @@ const char* Creature::GetNameForLocaleIdx(LocaleConstant loc_idx) const
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return GetName();
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}
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//TODO: This may cause crash. Creature must be removed from the original grid and added to the new grid.
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//Do not if this works or not, moving creature to another map is very dangerous
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void Creature::FarTeleportTo(Map* map, float X, float Y, float Z, float O)
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{
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InterruptNonMeleeSpells(true);
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CombatStop();
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ClearComboPointHolders();
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DeleteThreatList();
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GetMotionMaster()->Clear(false);
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DestroyForNearbyPlayers();
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RemoveFromWorld();
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CleanupBeforeRemoveFromMap(false);
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GetMap()->RemoveFromMap(this, false);
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ResetMap();
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Relocate(X, Y, Z, O);
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SetMap(map);
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AddToWorld();
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UpdatePosition(X, Y, Z, O, true);
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GetMap()->AddToMap(this);
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}
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void Creature::SetPosition(float x, float y, float z, float o)
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@@ -13710,7 +13710,7 @@ void Unit::RemoveFromWorld()
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}
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}
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void Unit::CleanupsBeforeDelete(bool finalCleanup)
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void Unit::CleanupBeforeRemoveFromMap(bool finalCleanup)
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{
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// This needs to be before RemoveFromWorld to make GetCaster() return a valid pointer on aura removal
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InterruptNonMeleeSpells(true);
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@@ -13734,6 +13734,11 @@ void Unit::CleanupsBeforeDelete(bool finalCleanup)
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DeleteThreatList();
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getHostileRefManager().setOnlineOfflineState(false);
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GetMotionMaster()->Clear(false); // remove different non-standard movement generators.
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}
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void Unit::CleanupsBeforeDelete(bool finalCleanup)
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{
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CleanupBeforeRemoveFromMap(finalCleanup);
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if (Creature* thisCreature = ToCreature())
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if (GetTransport())
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@@ -1247,6 +1247,7 @@ class Unit : public WorldObject
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void AddToWorld();
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void RemoveFromWorld();
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void CleanupBeforeRemoveFromMap(bool finalCleanup);
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void CleanupsBeforeDelete(bool finalCleanup = true); // used in ~Creature/~Player (or before mass creature delete to remove cross-references to already deleted units)
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DiminishingLevels GetDiminishing(DiminishingGroup group);
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