Core/AI: Make charmed creatures follow their owner
Port From (https://github.com/TrinityCore/TrinityCore/commit/144cfc2bcebbd0d2bbce5f97a06f634d17d62e79)
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@@ -623,6 +623,14 @@ namespace Game.AI
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_allySet.Add(owner.GetGUID());
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_allySet.Add(owner.GetGUID());
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}
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}
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public override void OnCharmed(bool isNew)
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{
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if (me.IsCharmed())
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me.GetMotionMaster().MoveFollow(me.GetCharmer(), SharedConst.PetFollowDist, me.GetFollowAngle());
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base.OnCharmed(isNew);
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}
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void ClearCharmInfoFlags()
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void ClearCharmInfoFlags()
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{
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{
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// Quick access to set all flags to FALSE
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// Quick access to set all flags to FALSE
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@@ -741,6 +741,9 @@ namespace Game.AI
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_isCharmed = charmed;
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_isCharmed = charmed;
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if (charmed)
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me.GetMotionMaster().MoveFollow(me.GetCharmer(), SharedConst.PetFollowDist, me.GetFollowAngle());
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if (!charmed && !me.IsInEvadeMode())
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if (!charmed && !me.IsInEvadeMode())
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{
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{
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if (_repeatWaypointPath)
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if (_repeatWaypointPath)
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