Core/Handlers: apply some movement related corrections
Port From (https://github.com/TrinityCore/TrinityCore/commit/476566871879abe51a48833a01cec427dd7c6b8e)
This commit is contained in:
@@ -140,8 +140,7 @@ namespace Game
|
||||
switch ((CommandStates)spellid)
|
||||
{
|
||||
case CommandStates.Stay: // flat = 1792 //STAY
|
||||
pet.StopMoving();
|
||||
pet.GetMotionMaster().Clear();
|
||||
pet.GetMotionMaster().Clear(MovementGeneratorPriority.Normal);
|
||||
pet.GetMotionMaster().MoveIdle();
|
||||
charmInfo.SetCommandState(CommandStates.Stay);
|
||||
|
||||
@@ -183,7 +182,6 @@ namespace Game
|
||||
if (!owner.IsValidAttackTarget(TargetUnit))
|
||||
return;
|
||||
|
||||
pet.ClearUnitState(UnitState.Follow);
|
||||
// This is true if pet has no target or has target but targets differs.
|
||||
if (pet.GetVictim() != TargetUnit || !pet.GetCharmInfo().IsCommandAttack())
|
||||
{
|
||||
@@ -367,7 +365,6 @@ namespace Game
|
||||
// This is true if pet has no target or has target but targets differs.
|
||||
if (pet.GetVictim() != unit_target)
|
||||
{
|
||||
pet.GetMotionMaster().Clear();
|
||||
CreatureAI ai = pet.ToCreature().GetAI();
|
||||
if (ai != null)
|
||||
{
|
||||
@@ -686,7 +683,6 @@ namespace Game
|
||||
return;
|
||||
|
||||
SpellCastTargets targets = new(caster, petCastSpell.Cast);
|
||||
caster.ClearUnitState(UnitState.Follow);
|
||||
|
||||
Spell spell = new(caster, spellInfo, TriggerCastFlags.None);
|
||||
spell.m_fromClient = true;
|
||||
|
||||
Reference in New Issue
Block a user