Game/AI: SMART_ACTION_JUMP_TO_POS should resume path when reached jump location
Port From (https://github.com/TrinityCore/TrinityCore/commit/a0feff65bec4e7583e281afe7f82cf1a8c77de68)
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@@ -2131,13 +2131,8 @@ namespace Game.AI
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{
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{
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Creature creature = obj.ToCreature();
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Creature creature = obj.ToCreature();
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if (creature != null)
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if (creature != null)
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{
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creature.GetMotionMaster().Clear();
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// @todo add optional jump orientation support?
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creature.GetMotionMaster().MoveJump(e.Target.x, e.Target.y, e.Target.z, 0.0f, e.Action.jump.speedxy, e.Action.jump.speedz);
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creature.GetMotionMaster().MoveJump(e.Target.x, e.Target.y, e.Target.z, 0.0f, e.Action.jump.speedxy, e.Action.jump.speedz);
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}
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}
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}
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//todo Resume path when reached jump location
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break;
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break;
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}
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}
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case SmartActions.GoSetLootState:
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case SmartActions.GoSetLootState:
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@@ -181,8 +181,6 @@ namespace Game.Movement
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Unit victim = unit.GetVictim();
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Unit victim = unit.GetVictim();
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if (victim != null)
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if (victim != null)
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unit.GetMotionMaster().MoveChase(victim);
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unit.GetMotionMaster().MoveChase(victim);
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else
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unit.GetMotionMaster().Initialize();
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}
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}
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if (unit.ToCreature().GetAI() != null)
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if (unit.ToCreature().GetAI() != null)
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