If the partner B is walking past the activating character A the current walk command will not be interrupted. This means that it is possible for the partner B to not be next to the activating partner A when the ensemble is activated (without using longing for freedom). It's also possible for the partner B to walk outside song range and make the ensemble stop. I fixed it by calling unit->stop_walking(...,1) at an appropriate point but there might be a better, more insightful solution.
2014-02-05 if this has anything to do with client / packet. (Maybe this was done clientsdie before? I doubt it though.)
This post has been edited by
Valo
on May 4, 2015 12:46