Fix fleeing speed to 66% run speed
Port From (https://github.com/TrinityCore/TrinityCore/commit/d095d4afe95125bba64312025528a2c4aab157e0)
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@@ -400,16 +400,8 @@ namespace Game.Entities
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// reset only at real combat stop
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Creature creature = ToCreature();
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if (creature != null)
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{
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creature.SetNoCallAssistance(false);
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if (creature.HasSearchedAssistance())
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{
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creature.SetNoSearchAssistance(false);
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UpdateSpeed(UnitMoveType.Run);
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}
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}
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SendMeleeAttackStop(victim);
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return true;
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}
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@@ -543,10 +543,6 @@ namespace Game.Entities
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Creature creature = ToCreature();
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if (creature != null)
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{
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// for creature case, we check explicit if mob searched for assistance
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if (ToCreature().HasSearchedAssistance())
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speed *= 0.66f; // best guessed value, so this will be 33% reduction. Based off initial speed, mob can then "run", "walk fast" or "walk".
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if (creature.HasUnitTypeMask(UnitTypeMask.Minion) && !creature.IsInCombat())
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{
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if (GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Follow)
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