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fix(Core/Movement): Take TravelPath/WorldPosition by value in DispatchMovement
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@ -3009,8 +3009,8 @@ bool MovementAction::MoveTo2(WorldPosition endPos,
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return dispatched;
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}
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bool MovementAction::DispatchMovement(TravelPath const& path,
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WorldPosition const& dest,
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bool MovementAction::DispatchMovement(TravelPath path,
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WorldPosition dest,
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char const* label,
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MovementPriority priority,
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bool lessDelay)
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@ -91,8 +91,8 @@ protected:
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// re-evaluation for the full move duration. Until combat dispatch is
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// restructured to bypass MoveTo2, the WaitForReach is deliberately
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// omitted.
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bool DispatchMovement(TravelPath const& path,
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WorldPosition const& dest,
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bool DispatchMovement(TravelPath path,
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WorldPosition dest,
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char const* label,
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MovementPriority priority = MovementPriority::MOVEMENT_NORMAL,
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bool lessDelay = false);
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