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authoruntaught <untaugh@mail.bg>2014-07-21 02:52:30 +0100
committerDDuarte <dnpd.dd@gmail.com>2014-07-21 02:53:06 +0100
commit2b88b4906292b5d51515e1b84a98ccbcf7603449 (patch)
treec97ec2807c84c398d8371237bddd34e2cfebc3b4 /src
parentc661873ca76f780830b180430d5c4e7b91ce030f (diff)
Core/NPCs: In a formation, properly set walking/running mode
Closes #10539 Signed-off-by: DDuarte <dnpd.dd@gmail.com>
Diffstat (limited to 'src')
-rwxr-xr-xsrc/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp
index 246d4682739..7eb0f5c4b77 100755
--- a/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp
+++ b/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp
@@ -166,7 +166,10 @@ bool WaypointMovementGenerator<Creature>::StartMove(Creature* creature)
//Call for creature group update
if (creature->GetFormation() && creature->GetFormation()->getLeader() == creature)
+ {
+ creature->SetWalk(!node->run);
creature->GetFormation()->LeaderMoveTo(formationDest.x, formationDest.y, formationDest.z);
+ }
return true;
}