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Core/Creatures: Only remove formation movement on formation remove instead of fully resetting MotionMaster
(cherry picked from commit 67dd9a920fdabb26e6429432885345b1a1771b9a)
1 parent b08d853 commit 6679ecf

1 file changed

Lines changed: 1 addition & 1 deletion

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src/server/game/Entities/Creature/CreatureGroups.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -266,7 +266,7 @@ void CreatureGroup::FormationReset(bool dismiss)
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if (pair.first != _leader && pair.first->IsAlive())
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{
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if (dismiss)
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pair.first->GetMotionMaster()->Initialize();
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pair.first->GetMotionMaster()->Remove(FORMATION_MOTION_TYPE, MOTION_SLOT_DEFAULT);
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else
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pair.first->GetMotionMaster()->MoveIdle();
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TC_LOG_DEBUG("entities.unit", "CreatureGroup::FormationReset: Set {} movement for member {}", dismiss ? "default" : "idle", pair.first->GetGUID().ToString());

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