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)
This commit is contained in:
Jinnaix
2021-10-13 17:20:29 +02:00
committed by Shauren
parent 66c52de27e
commit 01da436206

View File

@@ -259,21 +259,18 @@ void CreatureGroup::MemberEngagingTarget(Creature* member, Unit* target)
_engaging = false;
}
void CreatureGroup::FormationReset(bool dismiss)
void CreatureGroup::FormationReset(bool /*dismiss*/)
{
for (auto const& pair : _members)
{
if (pair.first != _leader && pair.first->IsAlive())
{
if (dismiss)
pair.first->GetMotionMaster()->Initialize();
else
pair.first->GetMotionMaster()->MoveIdle();
TC_LOG_DEBUG("entities.unit", "CreatureGroup::FormationReset: Set %s movement for member %s", dismiss ? "default" : "idle", pair.first->GetGUID().ToString().c_str());
pair.first->GetMotionMaster()->MoveIdle();
// TC_LOG_DEBUG("entities.unit", "CreatureGroup::FormationReset: Set %s movement for member %s", dismiss ? "default" : "idle", pair.first->GetGUID().ToString().c_str());
}
}
_formed = !dismiss;
// _formed = !dismiss;
}
void CreatureGroup::LeaderStartedMoving()