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authorTreeston <treeston.mmoc@gmail.com>2018-04-01 13:52:36 +0200
committerShauren <shauren.trinity@gmail.com>2021-09-23 22:21:29 +0200
commitbc89e1cdb0da10e53cc9fa4a97565c05bb4c052e (patch)
tree5725af072958ca1fa59e6154bcb1e70351f35264 /src/server/game/AI/PlayerAI
parentbf958da14828123442781f98443326b0f916b34b (diff)
Core/Position: Refactor GetAngle -> GetAbsoluteAngle because code clarity is good.
(cherry picked from commit 4692e10ca2ffed5ba2a0336e9c93962b0fad9eaa)
Diffstat (limited to 'src/server/game/AI/PlayerAI')
-rw-r--r--src/server/game/AI/PlayerAI/PlayerAI.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/AI/PlayerAI/PlayerAI.cpp b/src/server/game/AI/PlayerAI/PlayerAI.cpp
index edd59878942..fb359ea6cb2 100644
--- a/src/server/game/AI/PlayerAI/PlayerAI.cpp
+++ b/src/server/game/AI/PlayerAI/PlayerAI.cpp
@@ -1278,7 +1278,7 @@ void SimpleCharmedPlayerAI::UpdateAI(const uint32 diff)
if (me->IsStopped() && !me->HasUnitState(UNIT_STATE_CANNOT_TURN))
{
- float targetAngle = me->GetAngle(target);
+ float targetAngle = me->GetAbsoluteAngle(target);
if (_forceFacing || fabs(me->GetOrientation() - targetAngle) > 0.4f)
{
me->SetFacingTo(targetAngle);