From b56ad9a70c4891bdb5da7111e8c158b407dceda1 Mon Sep 17 00:00:00 2001 From: hondacrx Date: Mon, 30 May 2022 13:03:01 -0400 Subject: [PATCH] Core/Creature: Formation reset Port From (https://github.com/TrinityCore/TrinityCore/commit/01da43620699fcb59d7820f676566175af0200ea) --- Source/Game/Entities/Creature/CreatureGroups.cs | 11 ++--------- 1 file changed, 2 insertions(+), 9 deletions(-) diff --git a/Source/Game/Entities/Creature/CreatureGroups.cs b/Source/Game/Entities/Creature/CreatureGroups.cs index ec4442597..f4a490e90 100644 --- a/Source/Game/Entities/Creature/CreatureGroups.cs +++ b/Source/Game/Entities/Creature/CreatureGroups.cs @@ -261,17 +261,10 @@ namespace Game.Entities foreach (var creature in _members.Keys) { if (creature != _leader && creature.IsAlive()) - { - if (dismiss) - creature.GetMotionMaster().Initialize(); - else - creature.GetMotionMaster().MoveIdle(); - - Log.outDebug(LogFilter.Unit, $"CreatureGroup::FormationReset: Set {(dismiss ? "default" : "idle")} movement for member {creature.GetGUID()}"); - } + creature.GetMotionMaster().MoveIdle(); } - _formed = !dismiss; + //_formed = !dismiss; } public void LeaderStartedMoving()