*Some fix of vehicles. Thanks to Seizerkiller.
--HG-- branch : trunk
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+8
-3
@@ -625,6 +625,7 @@ enum MoveFlags
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MOVEFLAG_WALK = 0x00001000,
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MOVEFLAG_FLY = 0x00002000,
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MOVEFLAG_GLIDE = 0x00003000, // dragon
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MOVEFLAG_ENTER_TRANSPORT = 0x00800000,
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};
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enum MovementFlags
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@@ -647,10 +648,10 @@ enum MovementFlags
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MOVEMENTFLAG_FALLING = 0x00004000,
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// 0x8000, 0x10000, 0x20000, 0x40000, 0x80000, 0x100000
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MOVEMENTFLAG_SWIMMING = 0x00200000, // appears with fly flag also
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MOVEMENTFLAG_FLY_UP = 0x00400000,
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MOVEMENTFLAG_FLY_UP = 0x00400000, // press "space" when flying
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MOVEMENTFLAG_CAN_FLY = 0x00800000,
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MOVEMENTFLAG_FLYING = 0x01000000,
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MOVEMENTFLAG_FLYING2 = 0x02000000, // Actual flying mode
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MOVEMENTFLAG_FLYING = 0x01000000, // fly land
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MOVEMENTFLAG_FLYING2 = 0x02000000, // fly hover
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MOVEMENTFLAG_SPLINE = 0x04000000, // used for flight paths
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MOVEMENTFLAG_SPLINE2 = 0x08000000, // used for flight paths
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MOVEMENTFLAG_WATERWALKING = 0x10000000, // prevent unit from falling through water
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@@ -1311,10 +1312,14 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
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void SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint32 MoveFlags, uint32 time, float speedZ, Player *player = NULL);
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//void SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint8 type, uint32 MovementFlags, uint32 Time, Player* player = NULL);
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void SendMonsterMoveByPath(Path const& path, uint32 start, uint32 end);
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void SendMonsterMoveTransport(Vehicle *vehicle, bool apply);
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void SendMonsterMoveWithSpeed(float x, float y, float z, uint32 transitTime = 0, Player* player = NULL);
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void SendMonsterMoveWithSpeedToCurrentDestination(Player* player = NULL);
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void SendMovementFlagUpdate();
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void BuildHeartBeatMsg(WorldPacket *data) const;
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void OutMovementInfo() const;
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bool isAlive() const { return (m_deathState == ALIVE); };
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bool isDead() const { return ( m_deathState == DEAD || m_deathState == CORPSE ); };
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DeathState getDeathState() { return m_deathState; };
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