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Core/Creature: Formation reset (#27040)
* Core/Creature: Formation reset
* Update CreatureGroups.cpp
whoops
* Core/Creature: Formation reset
Keep dismiss functionality
(cherry picked from commit 7051aab421)
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@@ -259,21 +259,18 @@ void CreatureGroup::MemberEngagingTarget(Creature* member, Unit* target)
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_engaging = false;
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}
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void CreatureGroup::FormationReset(bool dismiss)
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void CreatureGroup::FormationReset(bool /*dismiss*/)
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{
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for (auto const& pair : _members)
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{
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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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else
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pair.first->GetMotionMaster()->MoveIdle();
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TC_LOG_DEBUG("entities.unit", "CreatureGroup::FormationReset: Set %s movement for member %s", dismiss ? "default" : "idle", pair.first->GetGUID().ToString().c_str());
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pair.first->GetMotionMaster()->MoveIdle();
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// TC_LOG_DEBUG("entities.unit", "CreatureGroup::FormationReset: Set %s movement for member %s", dismiss ? "default" : "idle", pair.first->GetGUID().ToString().c_str());
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}
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}
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_formed = !dismiss;
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// _formed = !dismiss;
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}
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void CreatureGroup::LeaderStartedMoving()
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