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Core/Movement: do not reposition against chase targets that are still moving
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@@ -141,7 +141,7 @@ bool ChaseMovementGenerator::Update(Unit* owner, uint32 diff)
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{
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_nextRepositioningTimer.Reset(REPOSITION_MOVEMENT_INTERVAL);
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if (!owner->HasUnitState(UNIT_STATE_CHASE_MOVE) && owner->IsCreature())
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if (!owner->HasUnitState(UNIT_STATE_CHASE_MOVE) && owner->IsCreature() && !target->isMoving())
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{
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// Owner is too close to its target. Step back.
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if (owner->GetExactDist2d(target) < owner->GetBoundaryRadius())
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