Core/Movement:
* splines that are being sent via StopMoving() will now send the correct spline data when a unit has died * corrected setting the NowDead field in SMSG_ATTACK_STOP to prevent creature's from looking away from the cool guys when dying
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@@ -173,7 +173,15 @@ namespace Movement
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packet.MoverGUID = unit->GetGUID();
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packet.MoverGUID = unit->GetGUID();
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packet.Pos = Position(loc.x, loc.y, loc.z, loc.orientation);
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packet.Pos = Position(loc.x, loc.y, loc.z, loc.orientation);
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packet.SplineData.ID = move_spline.GetId();
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packet.SplineData.ID = move_spline.GetId();
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packet.SplineData.Move.Face = MONSTER_MOVE_STOP;
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if (unit->IsAlive())
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packet.SplineData.Move.Face = MONSTER_MOVE_STOP;
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else
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{
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// Stopping splines for killed creatures send a normal packet with their current position as first path point
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packet.SplineData.Move.Face = MONSTER_MOVE_NORMAL;
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packet.SplineData.Move.Points.push_back({ loc.x, loc.y, loc.z });
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}
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if (transport)
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if (transport)
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{
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{
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@@ -101,7 +101,7 @@ WorldPackets::Combat::SAttackStop::SAttackStop(Unit const* attacker, Unit const*
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if (victim)
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if (victim)
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{
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{
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Victim = victim->GetGUID();
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Victim = victim->GetGUID();
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NowDead = victim->isDead();
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NowDead = !attacker->IsAlive(); // using IsAlive instead of IsDead to catch JUST_DIED death states as well
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}
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}
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}
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}
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