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fix(Core/Movement): fix multiple creature movement issues (#5097)
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@@ -2449,12 +2449,10 @@ void Spell::EffectSummonType(SpellEffIndex effIndex)
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TempSummonType summonType = (duration <= 0) ? TEMPSUMMON_DEAD_DESPAWN : TEMPSUMMON_TIMED_DESPAWN;
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uint32 currMinionsCount = m_caster->m_Controlled.size();
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uint32 totalNumGuardians = numSummons + currMinionsCount;
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for (uint32 count = 0; count < numSummons; ++count)
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{
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Position pos;
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if (totalNumGuardians == 1)
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if (count == 0)
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pos = *destTarget;
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else
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// randomize position for multiple summons
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@@ -5069,7 +5067,7 @@ void Spell::EffectCharge(SpellEffIndex /*effIndex*/)
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m_caster->GetFirstCollisionPosition(pos, dist, angle);
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}
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m_caster->GetMotionMaster()->MoveCharge(pos.m_positionX, pos.m_positionY, pos.m_positionZ);
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m_caster->GetMotionMaster()->MoveCharge(pos.m_positionX, pos.m_positionY, pos.m_positionZ + Z_OFFSET_FIND_HEIGHT);
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}
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}
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