From 90fbffbcc0e5830f0e5ad3ca71a454a6e527cc5a Mon Sep 17 00:00:00 2001 From: Hondacrx Date: Sun, 8 Jun 2025 19:05:09 -0400 Subject: [PATCH] Core/Movement: Fixed formation movement resetting state on every waypoint of its leader Port From (https://github.com/TrinityCore/TrinityCore/commit/1f62d3caaac234bca14929ec2397befe69b85900) --- Source/Game/Entities/Creature/CreatureGroups.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Source/Game/Entities/Creature/CreatureGroups.cs b/Source/Game/Entities/Creature/CreatureGroups.cs index 704700012..4a2f48c13 100644 --- a/Source/Game/Entities/Creature/CreatureGroups.cs +++ b/Source/Game/Entities/Creature/CreatureGroups.cs @@ -286,7 +286,7 @@ namespace Game.Entities float angle = formationInfo.FollowAngle + MathF.PI; // for some reason, someone thought it was a great idea to invert relativ angles... float dist = formationInfo.FollowDist; - if (!member.HasUnitState(UnitState.FollowFormation)) + if (member.GetMotionMaster().GetCurrentMovementGeneratorType(MovementSlot.Default) != MovementGeneratorType.Formation) member.GetMotionMaster().MoveFormation(_leader, dist, angle, formationInfo.LeaderWaypointIDs[0], formationInfo.LeaderWaypointIDs[1]); } }