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authortreeston <treeston.mmoc@gmail.com>2016-09-20 20:19:15 +0200
committertreeston <treeston.mmoc@gmail.com>2016-09-20 20:19:15 +0200
commit2170541a51ced3c15675b8854e0ae49461884f8c (patch)
treefb297803f5f7e56380cd0d1c1c9fadc6daa4d96b /src/server/game/AI/CreatureAI.cpp
parent3298a5f65dcbd21e93ddbe0d5c83bc06076b9f60 (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.
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 14bc9ec4ec2..deb2774b232 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);
}