Core/Entities: spawned movementtype should override template movementtype
Port From (https://github.com/TrinityCore/TrinityCore/commit/a24cb8a057d53c4df15b97e536c14640d9d08610)
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@@ -1031,7 +1031,7 @@ namespace Game.AI
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foreach (var obj in targets)
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foreach (var obj in targets)
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if (IsCreature(obj))
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if (IsCreature(obj))
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obj.ToCreature().UpdateEntry(e.Action.updateTemplate.creature, null, e.Action.updateTemplate.updateLevel != 0);
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obj.ToCreature().UpdateEntry(e.Action.updateTemplate.creature, obj.ToCreature().GetCreatureData(), e.Action.updateTemplate.updateLevel != 0);
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break;
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break;
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}
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}
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case SmartActions.Die:
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case SmartActions.Die:
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@@ -255,7 +255,7 @@ namespace Game.Entities
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SetHoverHeight(cinfo.HoverHeight);
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SetHoverHeight(cinfo.HoverHeight);
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// checked at loading
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// checked at loading
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m_defaultMovementType = (MovementGeneratorType)cinfo.MovementType;
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m_defaultMovementType = (MovementGeneratorType)(data != null ? data.movementType : cinfo.MovementType);
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if (m_respawnradius == 0 && m_defaultMovementType == MovementGeneratorType.Random)
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if (m_respawnradius == 0 && m_defaultMovementType == MovementGeneratorType.Random)
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m_defaultMovementType = MovementGeneratorType.Idle;
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m_defaultMovementType = MovementGeneratorType.Idle;
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