Core/Movement: Remove a redundant check in EffectMovementGenerator that could prevent MovementInform from being called

This commit is contained in:
Machiavelli
2012-02-28 00:17:01 +01:00
parent 2c23fdf912
commit 3ea9fe4022
@@ -117,7 +117,7 @@ void EffectMovementGenerator::Finalize(Unit &unit)
if (unit.GetTypeId() != TYPEID_UNIT)
return;
if (((Creature&)unit).AI() && unit.movespline->Finalized())
if (((Creature&)unit).AI())
((Creature&)unit).AI()->MovementInform(EFFECT_MOTION_TYPE, m_Id);
// Need restore previous movement since we have no proper states system
//if (unit.isAlive() && !unit.HasUnitState(UNIT_STATE_CONFUSED|UNIT_STATE_FLEEING))