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fix(Core/SAI): Don't set Combat Movement for creatures without its associated flag (#24523)
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@@ -714,7 +714,9 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
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if (me->IsRooted()) // Rooted inhabit type, never move/reposition
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if (me->IsRooted()) // Rooted inhabit type, never move/reposition
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continue;
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continue;
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CAST_AI(SmartAI, me->AI())->SetCurrentRangeMode(true, std::max(spellMaxRange - NOMINAL_MELEE_RANGE, 0.0f));
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if (e.action.cast.castFlags & SMARTCAST_COMBAT_MOVE)
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CAST_AI(SmartAI, me->AI())->SetCurrentRangeMode(true, std::max(spellMaxRange - NOMINAL_MELEE_RANGE, 0.0f));
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continue;
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continue;
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}
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}
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else if (distanceToTarget < spellMinRange || !(isWithinLOSInMap || isSpellIgnoreLOS))
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else if (distanceToTarget < spellMinRange || !(isWithinLOSInMap || isSpellIgnoreLOS))
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