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author | Shauren <shauren.trinity@gmail.com> | 2024-03-12 11:49:42 +0100 |
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committer | Shauren <shauren.trinity@gmail.com> | 2024-03-12 11:49:42 +0100 |
commit | b93791255cc7ad8cd8388d9eb08babd91eff3075 (patch) | |
tree | 36791c1b6e1e3ceb6b79fc9ce530209e2f78f962 | |
parent | a8cc8725b13ec1eba9fb5ff5957f9e4da46e6f15 (diff) |
Core/SmartAI: Load paths by their id now that SAI doesn't use a separate database table as waypoints source
-rw-r--r-- | src/server/game/AI/SmartScripts/SmartAI.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/AI/SmartScripts/SmartAI.cpp b/src/server/game/AI/SmartScripts/SmartAI.cpp index 6885a1a66cc..6b44dd52c06 100644 --- a/src/server/game/AI/SmartScripts/SmartAI.cpp +++ b/src/server/game/AI/SmartScripts/SmartAI.cpp @@ -71,7 +71,7 @@ void SmartAI::StartPath(uint32 pathId/* = 0*/, bool repeat/* = false*/, Unit* in me->ReplaceAllNpcFlags(UNIT_NPC_FLAG_NONE); } - me->GetMotionMaster()->MovePath(*path, _repeatWaypointPath); + me->GetMotionMaster()->MovePath(pathId, _repeatWaypointPath); } WaypointPath const* SmartAI::LoadPath(uint32 entry) |