Core/Movement: followup
Port From (https://github.com/TrinityCore/TrinityCore/commit/875da437806b8956324078bc9abd0a495345d2e5)
This commit is contained in:
@@ -288,8 +288,7 @@ namespace Game.Entities
|
||||
float angle = pair.Value.FollowAngle + MathF.PI; // for some reason, someone thought it was a great idea to invert relativ angles...
|
||||
float dist = pair.Value.FollowDist;
|
||||
|
||||
var moveGen = member.GetMotionMaster().GetMovementGenerator(movement => { return movement.GetMovementGeneratorType() == MovementGeneratorType.Formation; }, MovementSlot.Default);
|
||||
if (moveGen == null)
|
||||
if (!member.HasUnitState(UnitState.Formation))
|
||||
member.GetMotionMaster().MoveFormation(_leader, dist, angle, pair.Value.LeaderWaypointIDs[0], pair.Value.LeaderWaypointIDs[1]);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user