Core/Creatures: Only remove formation movement on formation remove instead of fully resetting MotionMaster

(cherry picked from commit 67dd9a920f)
This commit is contained in:
Shauren
2024-07-08 12:43:58 +02:00
parent b08d85349c
commit 6679ecfeba

View File

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