From 9c67bdf329ad1fb82ad7d7a9af0a5735dbf9fdf9 Mon Sep 17 00:00:00 2001 From: Shauren Date: Mon, 8 Jul 2024 12:43:58 +0200 Subject: Core/Creatures: Only remove formation movement on formation remove instead of fully resetting MotionMaster (cherry picked from commit 67dd9a920fdabb26e6429432885345b1a1771b9a) --- src/server/game/Entities/Creature/CreatureGroups.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src') 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()); -- cgit v1.2.3