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author | Treeston <treeston.mmoc@gmail.com> | 2018-04-01 13:52:36 +0200 |
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committer | Shauren <shauren.trinity@gmail.com> | 2021-09-23 22:21:29 +0200 |
commit | bc89e1cdb0da10e53cc9fa4a97565c05bb4c052e (patch) | |
tree | 5725af072958ca1fa59e6154bcb1e70351f35264 /src/server/game/AI/CreatureAI.cpp | |
parent | bf958da14828123442781f98443326b0f916b34b (diff) |
Core/Position: Refactor GetAngle -> GetAbsoluteAngle because code clarity is good.
(cherry picked from commit 4692e10ca2ffed5ba2a0336e9c93962b0fad9eaa)
Diffstat (limited to 'src/server/game/AI/CreatureAI.cpp')
-rw-r--r-- | src/server/game/AI/CreatureAI.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp index 4ef70b18529..e41d104c380 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 // 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) |