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fix(Core/Movement): Use attack speed for leash reset period and only extend timer if in melee range or can't move freely. (#22350)
Co-authored-by: ratkosrb <35845488+ratkosrb@users.noreply.github.com>
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@@ -153,18 +153,20 @@ bool ChaseMovementGenerator<T>::DoUpdate(T* owner, uint32 time_diff)
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MovementInform(owner);
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}
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if (owner->movespline->Finalized())
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{ // Mobs should chase you infinitely if you stop and wait every few seconds.
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i_leashExtensionTimer.Update(time_diff);
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if (i_leashExtensionTimer.Passed())
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{
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i_leashExtensionTimer.Reset(5000);
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if (cOwner)
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if (cOwner)
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{
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if (owner->movespline->Finalized() && cOwner->IsWithinMeleeRange(target))
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{ // Mobs should chase you infinitely if you stop and wait every few seconds.
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i_leashExtensionTimer.Update(time_diff);
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if (i_leashExtensionTimer.Passed())
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{
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i_leashExtensionTimer.Reset(cOwner->GetAttackTime(BASE_ATTACK));
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cOwner->UpdateLeashExtensionTime();
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}
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}
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else if (i_recalculateTravel)
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i_leashExtensionTimer.Reset(cOwner->GetAttackTime(BASE_ATTACK));
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}
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else if (i_recalculateTravel)
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i_leashExtensionTimer.Reset(5000);
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// if the target moved, we have to consider whether to adjust
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if (!_lastTargetPosition || target->GetPosition() != _lastTargetPosition.value() || mutualChase != _mutualChase || !owner->IsWithinLOSInMap(target))
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@@ -298,6 +300,7 @@ void ChaseMovementGenerator<Creature>::DoInitialize(Creature* owner)
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i_path = nullptr;
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_lastTargetPosition.reset();
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i_recheckDistance.Reset(0);
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i_leashExtensionTimer.Reset(owner->GetAttackTime(BASE_ATTACK));
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owner->SetWalk(false);
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owner->AddUnitState(UNIT_STATE_CHASE);
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}
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