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[12701] Keep CombatMovement, Running and Waypoint-Paused states afte…
…r evade
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parent
9b3c263b27
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3 changed files with 5 additions and 3 deletions
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@ -52,7 +52,7 @@ void HomeMovementGenerator<Creature>::_setTargetLocation(Creature& owner)
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init.Launch();
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arrived = false;
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owner.clearUnitState(UNIT_STAT_ALL_STATE);
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owner.clearUnitState(UNIT_STAT_ALL_DYN_STATES);
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}
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bool HomeMovementGenerator<Creature>::Update(Creature& owner, const uint32& time_diff)
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@ -498,7 +498,9 @@ enum UnitState
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UNIT_STAT_RUNNING_STATE = UNIT_STAT_CHASE_MOVE | UNIT_STAT_FLEEING_MOVE | UNIT_STAT_RUNNING,
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UNIT_STAT_ALL_STATE = 0xFFFFFFFF
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UNIT_STAT_ALL_STATE = 0xFFFFFFFF,
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UNIT_STAT_ALL_DYN_STATES = UNIT_STAT_ALL_STATE & ~(UNIT_STAT_NO_COMBAT_MOVEMENT | UNIT_STAT_RUNNING | UNIT_STAT_WAYPOINT_PAUSED | UNIT_STAT_IGNORE_PATHFINDING),
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};
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enum UnitMoveType
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "12700"
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#define REVISION_NR "12701"
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#endif // __REVISION_NR_H__
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