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authorChaouki Dhib <chaodhib@gmail.com>2021-05-16 13:16:08 +0200
committerGitHub <noreply@github.com>2021-05-16 13:16:08 +0200
commit2d114ea560cd8716af2b0d12990fc3480ecaf2b7 (patch)
treeaaa711aa4d63e9b33d8e804d481425368ddcee18 /src/server/game/Entities/Creature
parentedcaac6c959e944dc6d6dc224666b832521412b4 (diff)
Core/Movement: Improve client control logic (#26348)
Diffstat (limited to 'src/server/game/Entities/Creature')
-rw-r--r--src/server/game/Entities/Creature/Creature.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp
index d318a941784..4da1b249b64 100644
--- a/src/server/game/Entities/Creature/Creature.cpp
+++ b/src/server/game/Entities/Creature/Creature.cpp
@@ -2652,7 +2652,7 @@ void Creature::InitializeMovementFlags()
void Creature::UpdateMovementFlags()
{
// Do not update movement flags if creature is controlled by a player (charm/vehicle)
- if (m_playerMovingMe)
+ if (IsMovedByClient())
return;
// Creatures with CREATURE_FLAG_EXTRA_NO_MOVE_FLAGS_UPDATE should control MovementFlags in your own scripts