Core/Movement: Fix RandomMovementGenerator for swimming creatures
Port From (https://github.com/TrinityCore/TrinityCore/commit/1f34964df45520da16e5acc139a3ed179acd0569)
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@@ -162,7 +162,8 @@ namespace Game.Movement
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}
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bool result = _path.CalculatePath(position.GetPositionX(), position.GetPositionY(), position.GetPositionZ());
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if (!result || _path.GetPathType().HasFlag(PathType.NoPath) || _path.GetPathType().HasFlag(PathType.Shortcut) || _path.GetPathType().HasFlag(PathType.FarFromPoly))
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// PATHFIND_FARFROMPOLY shouldn't be checked as creatures in water are most likely far from poly
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if (!result || _path.GetPathType().HasFlag(PathType.NoPath) || _path.GetPathType().HasFlag(PathType.Shortcut))// || _path.GetPathType().HasFlag(PathType.FarFromPoly))
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{
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_timer.Reset(100);
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return;
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