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authorOvah <dreadkiller@gmx.de>2019-11-17 18:29:31 +0100
committerKeader <keader.android@gmail.com>2019-11-17 14:29:31 -0300
commit4ddf7f59761df525e6ab5ef99175258a1d86101d (patch)
tree0a6b55b7805a6b0cb5dca99545208c2acdcd0270
parent754e207777d109918ae54e69ff770d0d76bc28c6 (diff)
Fixed pets repositioning themselves after every cast (#23923)
-rw-r--r--src/server/game/AI/CoreAI/PetAI.cpp8
1 files changed, 6 insertions, 2 deletions
diff --git a/src/server/game/AI/CoreAI/PetAI.cpp b/src/server/game/AI/CoreAI/PetAI.cpp
index f3f0596bb65..1ba08c3599d 100644
--- a/src/server/game/AI/CoreAI/PetAI.cpp
+++ b/src/server/game/AI/CoreAI/PetAI.cpp
@@ -420,8 +420,12 @@ void PetAI::DoAttack(Unit* target, bool chase)
if (me->HasUnitState(UNIT_STATE_FOLLOW))
me->GetMotionMaster()->Remove(FOLLOW_MOTION_TYPE);
-
- me->GetMotionMaster()->MoveChase(target, me->GetPetChaseDistance(), float(M_PI));
+
+ // Pets with ranged attacks should not care about the chase angle at all.
+ float chaseDistance = me->GetPetChaseDistance();
+ float angle = chaseDistance == 0.f ? float(M_PI) : 0.f;
+ float tolerance = chaseDistance == 0.f ? float(M_PI_4) : float(M_PI * 2);
+ me->GetMotionMaster()->MoveChase(target, ChaseRange(0.f, chaseDistance), ChaseAngle(angle, tolerance));
}
else // (Stay && ((Aggressive || Defensive) && In Melee Range)))
{