Cleanup and fix CreatureGroup
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@@ -338,9 +338,10 @@ namespace Framework.Constants
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public enum GroupAIFlags
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public enum GroupAIFlags
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{
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{
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None = 0, // If any creature from group is attacked, members won't assist and won't follow
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None = 0, // No creature group behavior
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LeaderAggro = 0x00000001, // The member aggroes if the leader aggroes
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MembersAssistLeader = 0x01, // The member aggroes if the leader aggroes
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MemberAggro = 0x00000002, // The leader aggroes if the member aggroes
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LeaderAssistsMember = 0x02, // The leader aggroes if the member aggroes
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Follow = 0x00000004, // The member will follow the leader
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MembersAssistMember = (MembersAssistLeader | LeaderAssistsMember), // every member will assist if any member is attacked
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IdleInFormation = 0x200, // The member will follow the leader when pathing idly
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}
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}
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}
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}
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@@ -178,6 +178,14 @@ namespace Game.Entities
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if (groupAI == 0)
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if (groupAI == 0)
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return;
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return;
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if (member == m_leader)
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{
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if (!groupAI.HasAnyFlag(GroupAIFlags.MembersAssistLeader))
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return;
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}
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else if (!groupAI.HasAnyFlag(GroupAIFlags.LeaderAssistsMember))
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return;
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foreach (var pair in m_members)
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foreach (var pair in m_members)
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{
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{
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if (m_leader) // avoid crash if leader was killed and reset.
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if (m_leader) // avoid crash if leader was killed and reset.
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@@ -195,7 +203,7 @@ namespace Game.Entities
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if (other.GetVictim())
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if (other.GetVictim())
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continue;
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continue;
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if (((other != m_leader && groupAI.HasAnyFlag(GroupAIFlags.LeaderAggro)) || (other == m_leader && groupAI.HasAnyFlag(GroupAIFlags.MemberAggro))) && other.IsValidAttackTarget(target))
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if (((other != m_leader && groupAI.HasAnyFlag(GroupAIFlags.MembersAssistLeader)) || (other == m_leader && groupAI.HasAnyFlag(GroupAIFlags.LeaderAssistsMember))) && other.IsValidAttackTarget(target))
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other.GetAI().AttackStart(target);
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other.GetAI().AttackStart(target);
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}
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}
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}
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}
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@@ -228,8 +236,7 @@ namespace Game.Entities
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foreach (var pair in m_members)
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foreach (var pair in m_members)
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{
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{
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Creature member = pair.Key;
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Creature member = pair.Key;
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GroupAIFlags groupAI = (GroupAIFlags)FormationMgr.CreatureGroupMap[member.GetSpawnId()].groupAI;
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if (member == m_leader || !member.IsAlive() || member.GetVictim() || !pair.Value.groupAI.HasAnyFlag((uint)GroupAIFlags.IdleInFormation))
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if (member == m_leader || !member.IsAlive() || member.GetVictim() || !groupAI.HasAnyFlag(GroupAIFlags.Follow))
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continue;
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continue;
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if (pair.Value.point_1 != 0)
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if (pair.Value.point_1 != 0)
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