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authorTreeston <treeston.mmoc@gmail.com>2018-04-01 13:52:36 +0200
committerTreeston <treeston.mmoc@gmail.com>2018-04-01 13:52:36 +0200
commit4692e10ca2ffed5ba2a0336e9c93962b0fad9eaa (patch)
treea5324da18c6bec3aab267006c6da615918329510 /src/server/game/AI/CreatureAI.cpp
parentfb39980c52cdb28b9de43356ee37470c7fd6797c (diff)
Core/Position: Refactor GetAngle -> GetAbsoluteAngle because code clarity is good.
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 22e2226af50..0686ad20c6e 100644
--- a/src/server/game/AI/CreatureAI.cpp
+++ b/src/server/game/AI/CreatureAI.cpp
@@ -159,7 +159,7 @@ void CreatureAI::TriggerAlert(Unit const* who) const
// Face the unit (stealthed player) and set distracted state for 5 seconds
me->GetMotionMaster()->MoveDistract(5 * IN_MILLISECONDS);
me->StopMoving();
- me->SetFacingTo(me->GetAngle(who));
+ me->SetFacingTo(me->GetAbsoluteAngle(who));
}
void CreatureAI::EnterEvadeMode(EvadeReason why)