From b8802ccaa29a992282a28835db7df572d7b2b9f1 Mon Sep 17 00:00:00 2001 From: Ovahlord Date: Thu, 16 Apr 2020 21:53:33 +0200 Subject: [PATCH] Core/Movement: do not reposition against chase targets that are still moving --- .../Movement/MovementGenerators/ChaseMovementGenerator .cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/server/game/Movement/MovementGenerators/ChaseMovementGenerator .cpp b/src/server/game/Movement/MovementGenerators/ChaseMovementGenerator .cpp index 2cc5738911d..ee9c89bc4df 100644 --- a/src/server/game/Movement/MovementGenerators/ChaseMovementGenerator .cpp +++ b/src/server/game/Movement/MovementGenerators/ChaseMovementGenerator .cpp @@ -141,7 +141,7 @@ bool ChaseMovementGenerator::Update(Unit* owner, uint32 diff) { _nextRepositioningTimer.Reset(REPOSITION_MOVEMENT_INTERVAL); - if (!owner->HasUnitState(UNIT_STATE_CHASE_MOVE) && owner->IsCreature()) + if (!owner->HasUnitState(UNIT_STATE_CHASE_MOVE) && owner->IsCreature() && !target->isMoving()) { // Owner is too close to its target. Step back. if (owner->GetExactDist2d(target) < owner->GetBoundaryRadius())