*Change virtual bool IsEscorted in escort_ai.h to check if creature is escorted or not
*If creature use POINT_MOTION_TYPE, sethomeposition in combat start point --HG-- branch : trunk
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@@ -71,7 +71,7 @@ struct TRINITY_DLL_DECL npc_escortAI : public ScriptedAI
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void SetEscortPaused(bool uPaused);
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bool HasEscortState(uint32 uiEscortState) { return (m_uiEscortState & uiEscortState); }
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virtual bool IsEscorted() { return true; }
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virtual bool IsEscorted() { return (m_uiEscortState & STATE_ESCORT_ESCORTING); }
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void SetMaxPlayerDistance(float newMax) { MaxPlayerDistance = newMax; }
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float GetMaxPlayerDistance() { return MaxPlayerDistance; }
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+2
-1
@@ -10616,7 +10616,8 @@ void Unit::SetInCombatState(bool PvP, Unit* enemy)
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{
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// Set home position at place of engaging combat for escorted creatures
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if(( IsAIEnabled && ((Creature*)this)->AI()->IsEscorted() ) ||
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GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
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GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE ||
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((Creature*)this)->GetMotionMaster()->GetCurrentMovementGeneratorType() == POINT_MOTION_TYPE)
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((Creature*)this)->SetHomePosition(GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
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if (enemy)
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