Core: Clean up whitespace and tabs in the base sourcetree
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@@ -111,8 +111,8 @@ bool WaypointMovementGenerator<Creature>::StartMove(Creature &creature)
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m_isArrivalDone = false;
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creature.AddUnitState(UNIT_STATE_ROAMING_MOVE);
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creature.AddUnitState(UNIT_STATE_ROAMING_MOVE);
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Movement::MoveSplineInit init(creature);
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init.MoveTo(node->x, node->y, node->z);
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@@ -147,7 +147,7 @@ bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint3
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if (CanMove(diff))
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return StartMove(creature);
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}
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else
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else
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{
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if (creature.IsStopped())
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Stop(STOP_TIME_FOR_PLAYER);
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@@ -155,7 +155,7 @@ bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint3
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{
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OnArrived(creature);
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return StartMove(creature);
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}
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}
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}
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return true;
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}
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@@ -293,7 +293,7 @@ bool FlightPathMovementGenerator::GetResetPosition(Player&, float& x, float& y,
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x = node.x; y = node.y; z = node.z;
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return true;
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}
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void FlightPathMovementGenerator::InitEndGridInfo()
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{
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/*! Storage to preload flightmaster grid at end of flight. For multi-stop flights, this will
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