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*Fix client-server movement sync after knockback effect - by smellbee
*Fix the bug that sometimes creature don't evade, and chase for player to death - by smellbee *Do not set creature home position to place of engaging in combat --HG-- branch : trunk
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@@ -32,7 +32,8 @@ void PointMovementGenerator<T>::Initialize(T &unit)
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unit.StopMoving();
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unit.clearUnitState(UNIT_STAT_MOVING);
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Traveller<T> traveller(unit);
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i_destinationHolder.SetDestination(traveller,i_x,i_y,i_z, !unit.hasUnitState(UNIT_STAT_JUMPING));
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// knockback effect has UNIT_STAT_JUMPING set,so if here we disable sentmonstermove there will be creature position sync problem between client and server
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i_destinationHolder.SetDestination(traveller,i_x,i_y,i_z, true /* !unit.hasUnitState(UNIT_STAT_JUMPING)*/);
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if (unit.GetTypeId() == TYPEID_UNIT && ((Creature*)&unit)->canFly())
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unit.AddUnitMovementFlag(MOVEMENTFLAG_FLYING);
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