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[10528] Run creature_movement_scripts also at first waypoint
Signed-off-by: NoFantasy <nofantasy@nf.no>
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2 changed files with 8 additions and 1 deletions
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@ -82,6 +82,13 @@ void WaypointMovementGenerator<Creature>::LoadPath(Creature &creature)
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creature.AddSplineFlag(SPLINEFLAG_UNKNOWN7);
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const WaypointNode &node = i_path->at(i_currentNode);
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if (node.script_id)
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature movement start script %u at point %u for creature %u (entry %u).", i_path->at(i_currentNode).script_id, i_currentNode, creature.GetDBTableGUIDLow(), creature.GetEntry());
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creature.GetMap()->ScriptsStart(sCreatureMovementScripts, node.script_id, &creature, &creature);
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}
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i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z);
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i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
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}
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