Core/Creatures: renamed IsSwimPrevented back to CanOnlySwimIfTargetSwims
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@@ -3000,7 +3000,7 @@ void Creature::InitializeMovementCapabilities()
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SetDisableGravity(IsFloating());
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SetControlled(IsSessile(), UNIT_STATE_ROOT);
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if (IsSwimPrevented())
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if (CanOnlySwimIfTargetSwims())
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{
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SetUnitFlag2(UNIT_FLAG2_AI_WILL_ONLY_SWIM_IF_TARGET_SWIMS);
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SetSwim(false);
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@@ -157,10 +157,10 @@ class TC_GAME_API Creature : public Unit, public GridObject<Creature>, public Ma
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bool IsSwimDisabled() const { return _staticFlags.HasFlag(CREATURE_STATIC_FLAG_3_CANT_SWIM); }
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// Returns true if CREATURE_STATIC_FLAG_4_AI_WILL_ONLY_SWIM_IF_TARGET_SWIMS is set which prevents 'Amphibious' creatures from swimming when engaged until the victim is no longer on the ocean floor
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bool IsSwimPrevented() const { return _staticFlags.HasFlag(CREATURE_STATIC_FLAG_4_AI_WILL_ONLY_SWIM_IF_TARGET_SWIMS); }
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bool CanOnlySwimIfTargetSwims() const { return _staticFlags.HasFlag(CREATURE_STATIC_FLAG_4_AI_WILL_ONLY_SWIM_IF_TARGET_SWIMS); }
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bool CanSwim() const override;
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bool CanEnterWater() const override { return (CanSwim() || IsAmphibious()); };
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bool CanEnterWater() const override { return (CanSwim() || IsAmphibious()); }
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bool CanFly() const override { return (IsFlying() || HasUnitMovementFlag(MOVEMENTFLAG_CAN_FLY)); }
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MovementGeneratorType GetDefaultMovementType() const override;
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