*Update event ai. Do not clear motionmaster.
--HG-- branch : trunk
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@@ -684,7 +684,6 @@ struct TRINITY_DLL_DECL Mob_EventAI : public ScriptedAI
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AttackDistance = 0;
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AttackAngle = 0;
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m_creature->GetMotionMaster()->Clear(false);
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m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim(), AttackDistance, AttackAngle);
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}
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@@ -799,16 +798,10 @@ struct TRINITY_DLL_DECL Mob_EventAI : public ScriptedAI
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//Allow movement (create new targeted movement gen if none exist already)
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if (CombatMovementEnabled)
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{
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if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() != TARGETED_MOTION_TYPE)
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{
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m_creature->GetMotionMaster()->Clear(false);
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m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim(), AttackDistance, AttackAngle);
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}
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}
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else
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if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
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{
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m_creature->GetMotionMaster()->Clear(false);
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m_creature->GetMotionMaster()->MoveIdle();
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m_creature->StopMoving();
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}
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@@ -881,8 +874,6 @@ struct TRINITY_DLL_DECL Mob_EventAI : public ScriptedAI
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if (CombatMovementEnabled)
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{
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//Drop current movement gen
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m_creature->GetMotionMaster()->Clear(false);
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m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim(), AttackDistance, AttackAngle);
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}
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}
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