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author | Shauren <shauren.trinity@gmail.com> | 2024-03-12 11:49:42 +0100 |
---|---|---|
committer | funjoker <funjoker109@gmail.com> | 2024-03-25 20:17:44 +0100 |
commit | ee7d76287908e7a2ab1b5a6ef0c7b0f6072ead77 (patch) | |
tree | bc985880aff6510e0a813726b02c1cbc400a00ec | |
parent | 5ce300c395d7665408f002db31d71cf3f6352744 (diff) |
Core/SmartAI: Load paths by their id now that SAI doesn't use a separate database table as waypoints source
(cherry picked from commit b93791255cc7ad8cd8388d9eb08babd91eff3075)
-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) |