Core/Movement: minor correction on WaypointMovementGenerator

remove the CanMove check since it will never trigger
the timer is left there to prevent errors on loading such as leader being created before the other members of the formation making them skip the first movement; purely a workaround
This commit is contained in:
ccrs
2017-09-03 23:10:24 +02:00
parent 4aceb7bf91
commit c7d565739b

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@@ -58,10 +58,7 @@ void WaypointMovementGenerator<Creature>::LoadPath(Creature* creature)
return;
}
_nextMoveTime.Reset(3000);
if (CanMove(creature))
StartMoveNow(creature);
_nextMoveTime.Reset(1000);
}
void WaypointMovementGenerator<Creature>::DoInitialize(Creature* creature)