Core/Movement: Remove a redundant check in EffectMovementGenerator that could prevent MovementInform from being called
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@@ -117,7 +117,7 @@ void EffectMovementGenerator::Finalize(Unit &unit)
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if (unit.GetTypeId() != TYPEID_UNIT)
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return;
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if (((Creature&)unit).AI() && unit.movespline->Finalized())
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if (((Creature&)unit).AI())
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((Creature&)unit).AI()->MovementInform(EFFECT_MOTION_TYPE, m_Id);
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// Need restore previous movement since we have no proper states system
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//if (unit.isAlive() && !unit.HasUnitState(UNIT_STATE_CONFUSED|UNIT_STATE_FLEEING))
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