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Scripts: Change SCRIPT_COMMAND_MOVE_TO flag usage
@miraco recheck pls if u used this somewhere alrdy to change it from dataint2 0x1 to datalong2 0x2
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2 changed files with 2 additions and 3 deletions
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@ -182,13 +182,12 @@ Defining a buddy could be done in several way:
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3 SCRIPT_COMMAND_MOVE_TO resultingSource = Creature
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If position is very near to current position, or x=y=z=0, then only orientation is changed
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* datalong = dbscripts_on_relay id - executed for source and target same as this script
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* datalong2
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* datalong2 = 0x2 make it main movegen and persist through combat evade
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* datalong3 = enum ForcedMovement
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* data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL: teleport unit to position
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* x/y/z/o
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* dataint = 1 to init move to respawn position, 2 to init creature group member each in their respawn position.
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no other data is needed. So ex: command 3 ... dataint=1 and creature should head to its respawn pos
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* dataint2 = 0x1 to make it main movegen and persist through combat evade
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4 SCRIPT_COMMAND_FLAG_SET source = any
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* datalong = field_id
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@ -1875,7 +1875,7 @@ bool ScriptAction::ExecuteDbscriptCommand(WorldObject* pSource, WorldObject* pTa
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}
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// Normal Movement
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if ((m_script->textId[1] & 0x1) != 0) // make it main movegen
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if ((m_script->moveTo.flags & 0x2) != 0) // make it main movegen
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unit->GetMotionMaster()->Clear(false, true);
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else
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unit->GetMotionMaster()->Clear();
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