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Core/Vehicles: Fix accessories disappearing on reset (ported commit: 6dae4a747d)
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@@ -210,9 +210,6 @@ void CreatureAI::EnterEvadeMode(EvadeReason why)
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}
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Reset();
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if (me->IsVehicle()) // use the same sequence of addtoworld, aireset may remove all summons!
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me->GetVehicleKit()->Reset(true);
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}
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void CreatureAI::SetGazeOn(Unit* target)
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@@ -22,6 +22,7 @@
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#include "MoveSpline.h"
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#include "MoveSplineInit.h"
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#include "PathGenerator.h"
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#include "Vehicle.h"
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template<class T>
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HomeMovementGenerator<T>::~HomeMovementGenerator() { }
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@@ -83,6 +84,8 @@ void HomeMovementGenerator<Creature>::DoFinalize(Creature* owner)
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owner->ClearUnitState(UNIT_STATE_EVADE);
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owner->SetWalk(true);
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owner->LoadCreaturesAddon();
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if (owner->IsVehicle())
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owner->GetVehicleKit()->Reset(true);
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owner->AI()->JustReachedHome();
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owner->SetSpawnHealth();
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}
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