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here too for async motionmaster handling - although this is technically incorrect since the parameter force in the unit method should allow to ignore this, but to support it in motionmaster we'd need to also include it as part of the movement pointer, as flag or w/e, but I'll no implement it cause it feels like overkill (no real use case)
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Lines changed: 4 additions & 1 deletion

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src/server/game/Movement/MotionMaster.cpp

Lines changed: 4 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1078,7 +1078,7 @@ void MotionMaster::MoveFormation(Unit* leader, float range, float angle, uint32
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void MotionMaster::MoveFace(WorldObject const* object, Milliseconds duration/* = 1s*/, uint32 id/* = EVENT_FACE*/)
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{
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if (!object)
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if (!object || GetCurrentMovementGeneratorPriority() == MOTION_PRIORITY_HIGHEST)
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return;
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TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveFace: '{}', faces '{}'", _owner->GetGUID().ToString(), object->GetGUID().ToString());
@@ -1100,6 +1100,9 @@ void MotionMaster::MoveFace(WorldObject const* object, Milliseconds duration/* =
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void MotionMaster::MoveFace(float const orientation, Milliseconds duration/* = 1s*/, uint32 id/* = EVENT_FACE*/)
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{
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if (GetCurrentMovementGeneratorPriority() == MOTION_PRIORITY_HIGHEST)
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return;
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TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveFace: '{}', faces '{}'", _owner->GetGUID().ToString(), orientation);
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std::function<void(Movement::MoveSplineInit&)> initializer = [=, this](Movement::MoveSplineInit& init)

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