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fix(Core/Movement): Falling/Jumping/Knockback effects should not make… (#14044)
fix(Core/Movement): Falling/Jumping/Knockback effects should not make mobs to evade.
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@@ -115,6 +115,10 @@ bool ChaseMovementGenerator<T>::DoUpdate(T* owner, uint32 time_diff)
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if (owner->IsWithinMeleeRange(this->i_target.getTarget()))
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{
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owner->Attack(this->i_target.getTarget(), true);
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if (Creature* cOwner2 = owner->ToCreature())
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{
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cOwner2->SetCannotReachTarget();
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}
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}
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else if (i_path && i_path->GetPathType() & PATHFIND_INCOMPLETE)
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{
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@@ -134,7 +138,14 @@ bool ChaseMovementGenerator<T>::DoUpdate(T* owner, uint32 time_diff)
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_lastTargetPosition = i_target->GetPosition();
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if (PositionOkay(owner, target, maxRange, angle) && !owner->HasUnitState(UNIT_STATE_CHASE_MOVE))
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{
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if (Creature* cOwner2 = owner->ToCreature())
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{
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cOwner2->SetCannotReachTarget();
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}
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return true;
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}
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float tarX, tarY, tarZ;
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target->GetPosition(tarX, tarY, tarZ);
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@@ -207,15 +218,15 @@ bool ChaseMovementGenerator<T>::DoUpdate(T* owner, uint32 time_diff)
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{
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switch (cOwner->GetMovementTemplate().GetChase())
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{
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case CreatureChaseMovementType::CanWalk:
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if (owner->IsWalking())
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case CreatureChaseMovementType::CanWalk:
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if (owner->IsWalking())
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walk = true;
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break;
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case CreatureChaseMovementType::AlwaysWalk:
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walk = true;
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break;
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case CreatureChaseMovementType::AlwaysWalk:
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walk = true;
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break;
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default:
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break;
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break;
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default:
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break;
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}
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}
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