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authorShauren <shauren.trinity@gmail.com>2024-07-08 12:43:58 +0200
committerShauren <shauren.trinity@gmail.com>2024-07-08 12:43:58 +0200
commit67dd9a920fdabb26e6429432885345b1a1771b9a (patch)
tree4e0758be9cae8653e7126a0721cf71e65f886aeb /src
parent2e3920081f4f349a226ab5238cd983403e167656 (diff)
Core/Creatures: Only remove formation movement on formation remove instead of fully resetting MotionMaster
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Entities/Creature/CreatureGroups.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Entities/Creature/CreatureGroups.cpp b/src/server/game/Entities/Creature/CreatureGroups.cpp
index 5abda80abbd..f45a20e5825 100644
--- a/src/server/game/Entities/Creature/CreatureGroups.cpp
+++ b/src/server/game/Entities/Creature/CreatureGroups.cpp
@@ -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());