*CreatureGroups fixed and improoved. By TrullyONE
- Multimap support for instances added. - Removed redundant group checks. - New movement rules (bool group formed/dismissed added). - uint32 Creature::GroupID replaced with CreatureGroup pointer. --HG-- branch : trunk
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@@ -110,9 +110,11 @@ template<>
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inline void Traveller<Creature>::MoveTo(float x, float y, float z, uint32 t)
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{
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//Call for creature group update
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if(i_traveller.IsFormationLeader() && !i_traveller.isInCombat() &&
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CreatureGroupHolder.find(i_traveller.GetFormationID()) != CreatureGroupHolder.end())
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CreatureGroupHolder[i_traveller.GetFormationID()]->LeaderMovedInEvade();
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if(i_traveller.GetFormation() && i_traveller.GetFormation()->getLeader() == &i_traveller && !i_traveller.isInCombat())
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{
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i_traveller.GetFormation()->LeaderMovedInEvade();
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sLog.outDebug("Traveller<Creature>::MoveTo(){GUID %u calls LeaderMovedInEvade()}", i_traveller.GetGUIDLow());
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}
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//i_traveller.AI_SendMoveToPacket(x, y, z, t, i_traveller.GetUnitMovementFlags(), 0);
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i_traveller.SendMonsterMove(x, y, z, t);
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