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Core/AI: Implemented functionality for _isCombatMovementAllowed in ScriptedAI, only when AttackStart is called.
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@@ -108,6 +108,14 @@ void ScriptedAI::AttackStartNoMove(Unit* who)
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DoStartNoMovement(who);
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}
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void ScriptedAI::AttackStart(Unit* who)
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{
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if (IsCombatMovementAllowed())
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CreatureAI::AttackStart(who);
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else
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AttackStartNoMove(who);
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}
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void ScriptedAI::UpdateAI(uint32 const /*diff*/)
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{
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//Check if we have a current target
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