* Initialization to ensure destination is always set (prevent evade problem)
* Simplify how behavior for node is processed, incl fix MovementInform script call (based on idea/past code from Quriq14)
* Make sure last node is also processed correct (DB script for last node will now work as expected)
As usual if any problems occur, you can call our toll free customer support number.
Signed-off-by: NoFantasy <nofantasy@nf.no>
* If creature near respawn point and by defult do random movement
then restart from current point
* If creature have default waypoints movegen restart from last
updated point. Not reload waypoints
* Re-number enums by function groups and use where possible new defined masks in code instead raw enum |-lists.
* Avoid use movement generator generic state markers like UNIT_STAT_CONFUSED for mark movement stoped.
Add special shadow UNIT_STAT_CONFUSED_MOVE/etc states for like use.
UNIT_STAT_CONFUSED in like case will be safe expect use for normal checks confused state presence
And UNIT_STAT_CONFUSED_MOVE for check real move in this state
It can be used in time when need do some tasks before
another movement generator add on top to motion stack.
This just finish pair Interrupt->Reset similar Initilize->Finilize
In general movementgenerator have states:
Initilize=>Interrupt<=>[-some addition movegen->]<=>Reset=>Finalize