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*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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+5
-6
@@ -9556,12 +9556,11 @@ void Unit::CombatStart(Unit* target)
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}
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//Call creature group update
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if(GetTypeId()==TYPEID_UNIT && ((Creature*)this)->GetFormationID())
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{
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CreatureGroupHolderType::iterator itr = CreatureGroupHolder.find(((Creature*)this)->GetFormationID());
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if(itr != CreatureGroupHolder.end())
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itr->second->MemberHasAttacked(((Creature*)this));
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}
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if(GetTypeId()==TYPEID_UNIT && ((Creature*)this)->GetFormation())
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{
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((Creature*)this)->GetFormation()->MemberHasAttacked(*(Creature*)this);
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sLog.outDebug("Unit::CombatStart() calls CreatureGroups::MemberHasAttacked(this);");
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}
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}
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void Unit::SetInCombatState(bool PvP)
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