Core/Transports
* Rewritten path generation, now uses splines - timers are a lot more accurate now * Implemented stopping transports * Implemented spawning transports in instances * Implemented spawning gameobjects as transport passengers * Transport passengers are now stored in creature/gameobject table using gameobject_template.data6 from transport's template as map id
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@@ -786,10 +786,6 @@ void WorldSession::ReadMovementInfo(WorldPacket &data, MovementInfo* mi)
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if (mi->HasExtraMovementFlag(MOVEMENTFLAG2_INTERPOLATED_MOVEMENT))
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data >> mi->transport.time2;
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if (mi->pos.m_positionX != mi->transport.pos.m_positionX)
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if (GetPlayer()->GetTransport())
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GetPlayer()->GetTransport()->UpdatePosition(mi);
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}
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if (mi->HasMovementFlag(MovementFlags(MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_FLYING)) || (mi->HasExtraMovementFlag(MOVEMENTFLAG2_ALWAYS_ALLOW_PITCHING)))
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