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authorShauren <shauren.trinity@gmail.com>2024-03-12 11:49:42 +0100
committerShauren <shauren.trinity@gmail.com>2024-03-12 11:49:42 +0100
commitb93791255cc7ad8cd8388d9eb08babd91eff3075 (patch)
tree36791c1b6e1e3ceb6b79fc9ce530209e2f78f962
parenta8cc8725b13ec1eba9fb5ff5957f9e4da46e6f15 (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.cpp2
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)