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-rw-r--r--src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp4
-rwxr-xr-xsrc/server/game/Movement/MovementGenerators/WaypointMovementGenerator.h2
2 files changed, 3 insertions, 3 deletions
diff --git a/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp
index bd5e6cbe996..f1b118ca8f2 100644
--- a/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp
+++ b/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp
@@ -287,7 +287,7 @@ void WaypointMovementGenerator<Creature>::OnArrived(Creature* owner)
_nextMoveTime.Reset(waypoint.Delay);
}
- if (_waitTimeRangeAtPathEnd && _followPathBackwardsFromEndToStart && *_followPathBackwardsFromEndToStart
+ if (_waitTimeRangeAtPathEnd && _followPathBackwardsFromEndToStart
&& ((_isReturningToStart && _currentNode == 0) || (!_isReturningToStart && _currentNode == _path->Nodes.size() - 1)))
{
owner->ClearUnitState(UNIT_STATE_ROAMING_MOVE);
@@ -435,7 +435,7 @@ bool WaypointMovementGenerator<Creature>::ComputeNextNode()
if ((_currentNode == _path->Nodes.size() - 1) && !_repeating)
return false;
- if (!_followPathBackwardsFromEndToStart.value_or(false) || _path->Nodes.size() < WAYPOINT_PATH_FLAG_FOLLOW_PATH_BACKWARDS_MINIMUM_NODES)
+ if (!_followPathBackwardsFromEndToStart || _path->Nodes.size() < WAYPOINT_PATH_FLAG_FOLLOW_PATH_BACKWARDS_MINIMUM_NODES)
_currentNode = (_currentNode + 1) % _path->Nodes.size();
else
{
diff --git a/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.h b/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.h
index 6474e9df85e..3764a9629f0 100755
--- a/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.h
+++ b/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.h
@@ -85,7 +85,7 @@ class WaypointMovementGenerator<Creature> : public MovementGeneratorMedium<Creat
MovementWalkRunSpeedSelectionMode _speedSelectionMode;
Optional<std::pair<Milliseconds, Milliseconds>> _waitTimeRangeAtPathEnd;
Optional<float> _wanderDistanceAtPathEnds;
- Optional<bool> _followPathBackwardsFromEndToStart;
+ bool _followPathBackwardsFromEndToStart;
bool _isReturningToStart;
bool _generatePath;
};