*Update movement enums - thanks to Zor for info.
*Add functions for position data streaming. --HG-- branch : trunk
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@@ -1134,7 +1134,7 @@ struct npc_akama_illidanAI : public ScriptedAI
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void BeginWalk()
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{
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me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
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me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
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me->SetSpeed(MOVE_RUN, 1.0f);
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me->GetMotionMaster()->MovePoint(0, AkamaWP[WalkCount].x, AkamaWP[WalkCount].y, AkamaWP[WalkCount].z);
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}
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@@ -1925,7 +1925,7 @@ void boss_illidan_stormrageAI::HandleTalkSequence()
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// Equip our warglaives!
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SetEquipmentSlots(false, EQUIP_ID_MAIN_HAND, EQUIP_ID_OFF_HAND, EQUIP_NO_CHANGE);
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me->SetByteValue(UNIT_FIELD_BYTES_2, 0, SHEATH_STATE_MELEE);
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me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
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me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
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break;
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case 9:
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if (GETCRE(Akama, AkamaGUID))
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@@ -2029,7 +2029,7 @@ void boss_illidan_stormrageAI::CastEyeBlast()
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if (!Trigger) return;
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Trigger->SetSpeed(MOVE_WALK, 3);
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Trigger->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
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Trigger->AddUnitMovementFlag(MOVEMENTFLAG_WALKING);
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Trigger->GetMotionMaster()->MovePoint(0, final.x, final.y, final.z);
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//Trigger->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
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@@ -318,7 +318,7 @@ struct boss_shade_of_akamaAI : public ScriptedAI
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if (Sorcerer)
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{
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CAST_AI(mob_ashtongue_sorcererAI, Sorcerer->AI())->ShadeGUID = me->GetGUID();
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Sorcerer->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
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Sorcerer->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
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Sorcerer->GetMotionMaster()->MovePoint(0, me->GetPositionX(), me->GetPositionY(), me->GetPositionZ());
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Sorcerer->SetUInt64Value(UNIT_FIELD_TARGET, me->GetGUID());
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Sorcerers.push_back(Sorcerer->GetGUID());
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@@ -333,7 +333,7 @@ struct boss_shade_of_akamaAI : public ScriptedAI
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Creature* Spawn = me->SummonCreature(spawnEntries[i], X, Y, Z_SPAWN, 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 25000);
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if (Spawn)
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{
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Spawn->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
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Spawn->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
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Spawn->GetMotionMaster()->MovePoint(0, AGGRO_X, AGGRO_Y, AGGRO_Z);
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Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 1);
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Spawn->AI()->AttackStart(pTarget);
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@@ -394,7 +394,7 @@ struct boss_shade_of_akamaAI : public ScriptedAI
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Creature* Defender = me->SummonCreature(CREATURE_DEFENDER, SpawnLocations[ran].x, SpawnLocations[ran].y, Z_SPAWN, 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 25000);
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if (Defender)
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{
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Defender->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
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Defender->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
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bool move = true;
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if (AkamaGUID)
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{
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@@ -686,7 +686,7 @@ struct npc_akamaAI : public ScriptedAI
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{
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ShadeHasDied = true;
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WayPointId = 0;
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me->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
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me->AddUnitMovementFlag(MOVEMENTFLAG_WALKING);
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me->GetMotionMaster()->MovePoint(WayPointId, AkamaWP[0].x, AkamaWP[0].y, AkamaWP[0].z);
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}
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if (Shade && Shade->isAlive())
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