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Core/Movement: backported cleanup for determining follow movement on appearing instead of calling evade modes right away
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@@ -186,6 +186,56 @@ void CreatureAI::TriggerAlert(Unit const* who) const
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me->SetFacingTo(me->GetAngle(who));
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}
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// adapted from logic in Spell:EFfectSummonType before commit 8499434
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static bool ShouldFollowOnSpawn(SummonPropertiesEntry const* properties)
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{
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// Summons without SummonProperties are generally scripted summons that don't belong to any owner
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if (!properties)
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return false;
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switch (properties->Control)
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{
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case SUMMON_CATEGORY_PET:
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return true;
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case SUMMON_CATEGORY_WILD:
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case SUMMON_CATEGORY_ALLY:
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case SUMMON_CATEGORY_UNK:
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if (properties->Flags & 512)
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return true;
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switch (properties->Title)
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{
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case SUMMON_TYPE_PET:
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case SUMMON_TYPE_GUARDIAN:
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case SUMMON_TYPE_GUARDIAN2:
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case SUMMON_TYPE_MINION:
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case SUMMON_TYPE_MINIPET:
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return true;
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default:
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return false;
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}
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default:
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return false;
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}
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}
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void CreatureAI::JustAppeared()
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{
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if (!me->IsInCombat())
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{
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if (TempSummon* summon = me->ToTempSummon())
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{
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// Only apply this to specific types of summons
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if (!summon->GetVehicle() && ShouldFollowOnSpawn(summon->m_Properties))
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{
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if (Unit* owner = summon->GetCharmerOrOwner())
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{
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summon->GetMotionMaster()->Clear();
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summon->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, summon->GetFollowAngle());
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}
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}
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}
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}
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}
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void CreatureAI::EnterEvadeMode(EvadeReason why)
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{
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if (!_EnterEvadeMode(why))
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@@ -143,7 +143,7 @@ class TC_GAME_API CreatureAI : public UnitAI
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virtual bool IsEscorted() const { return false; }
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// Called when creature appears in the world (spawn, respawn, grid load etc...)
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virtual void JustAppeared() { }
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virtual void JustAppeared();
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// Called at waypoint reached or point movement finished
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virtual void MovementInform(uint32 /*type*/, uint32 /*id*/) { }
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@@ -1929,8 +1929,6 @@ void Spell::EffectSummonType(SpellEffIndex effIndex)
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summon->SetUInt32Value(UNIT_NPC_FLAGS, summon->GetCreatureTemplate()->npcflag);
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summon->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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summon->AI()->EnterEvadeMode();
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break;
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}
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default:
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@@ -5383,8 +5381,6 @@ void Spell::SummonGuardian(uint32 i, uint32 entry, SummonPropertiesEntry const*
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summon->SetDisplayId(1126); // modelid1
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}
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summon->AI()->EnterEvadeMode();
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ExecuteLogEffectSummonObject(i, summon);
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}
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}
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