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authortreeston <treeston.mmoc@gmail.com>2016-09-20 20:19:15 +0200
committerjoschiwald <joschiwald.trinity@gmail.com>2017-03-02 20:47:29 +0100
commit205ec4c3bf26d74fefa2452baae714c56d956956 (patch)
tree0841a7c4bcf3e13bfa6df282520898960b9009f5 /src/server/game/AI/CreatureAI.cpp
parentb94642fb49305192f44387e520d1410b1552094f (diff)
Core/Unit: Standardize SetFacingTo and SetFacingToObject behavior while moving. Both now fail while moving unless arg2 bool is true.
Movement/SplineChain: Bump value range for DB chainId up to uint16 (0 to 65535) from uint8 (0 to 255). Turns out sniffs generate far more chains than I expected. (cherry picked from commit 2170541a51ced3c15675b8854e0ae49461884f8c) Code style follow-up, I blame Notepad++. (cherry picked from commit 7860da0de6e53c7740862cae18840c9d399dda7f)
Diffstat (limited to 'src/server/game/AI/CreatureAI.cpp')
-rw-r--r--src/server/game/AI/CreatureAI.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp
index 4520aa197fb..ecba6c9abe2 100644
--- a/src/server/game/AI/CreatureAI.cpp
+++ b/src/server/game/AI/CreatureAI.cpp
@@ -162,7 +162,7 @@ void CreatureAI::TriggerAlert(Unit const* who) const
me->SendAIReaction(AI_REACTION_ALERT);
// Face the unit (stealthed player) and set distracted state for 5 seconds
- me->SetFacingTo(me->GetAngle(who->GetPositionX(), who->GetPositionY()));
+ me->SetFacingTo(me->GetAngle(who->GetPositionX(), who->GetPositionY()), true);
me->StopMoving();
me->GetMotionMaster()->MoveDistract(5 * IN_MILLISECONDS);
}