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authorjackpoz <giacomopoz@gmail.com>2020-03-07 23:18:21 +0100
committerShauren <shauren.trinity@gmail.com>2021-12-22 22:36:39 +0100
commitc75d75b9fa53309467ec7fff810dd77d9f7fde09 (patch)
treed539ca9dd6b24136616e42954f39e6859208ec64
parent7779a33142279557ad08111fec6586700ad19606 (diff)
Core/AI: Fix charmed Creatures with SAI scripts not starting waypoint paths
(cherry picked from commit 49e77d7c9e4c39296536cd0b2d427d047e762f46)
-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 8ff5acde3ae..a26aa46f5bf 100644
--- a/src/server/game/AI/SmartScripts/SmartAI.cpp
+++ b/src/server/game/AI/SmartScripts/SmartAI.cpp
@@ -692,7 +692,7 @@ void SmartAI::OnCharmed(bool /*isNew*/)
_charmed = charmed;
- if (charmed)
+ if (charmed && !me->isPossessed() && !me->IsVehicle())
me->GetMotionMaster()->MoveFollow(me->GetCharmer(), PET_FOLLOW_DIST, me->GetFollowAngle());
if (!charmed && !me->IsInEvadeMode())