As reported by Freagarach following a7da40ac2f.
32e8ed51aa introduced a "MoveObstructed" message, that could be sent
when the entity ran into obstructions, to stop early.
In HandleObstructedMove, my intention, as written in the comment, was
that the caller would do its thing (call StopMoving(), move out of the
world etc.) and thus ComputeGoal would return early.
However, I mistakenly left the `cmpPosition->GetPosition2D()` in between
that and ComputeGoal, which would then fail.
This fixes that by moving it after the `ComputeGoal` call.
Also add a sanity StopMoving() call to a7da40ac2f's move-out-of-world
call.
Reported by: Freagarach
Differential Revision: https://code.wildfiregames.com/D2935
This was SVN commit r23940.