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-rw-r--r--src/game/TargetedMovementGenerator.cpp10
1 files changed, 6 insertions, 4 deletions
diff --git a/src/game/TargetedMovementGenerator.cpp b/src/game/TargetedMovementGenerator.cpp
index bdc49d03e4d..bb8486c8beb 100644
--- a/src/game/TargetedMovementGenerator.cpp
+++ b/src/game/TargetedMovementGenerator.cpp
@@ -53,8 +53,8 @@ TargetedMovementGenerator<T>::_setTargetLocation(T &owner)
return;
// prevent redundant micro-movement for pets, other followers.
- if(i_offset && i_target->IsWithinDistInMap(&owner,2*i_offset))
- return;
+ //if(i_offset && i_target->IsWithinDistInMap(&owner,2*i_offset))
+ // return;
float x, y, z;
if(!i_offset)
@@ -164,12 +164,14 @@ TargetedMovementGenerator<T>::Update(T &owner, const uint32 & time_diff)
if (owner.GetObjectSize())
i_destinationHolder.ResetUpdate(50);
- float dist = owner.GetCombatReach() + i_target.getTarget()->GetCombatReach() + sWorld.getRate(RATE_TARGET_POS_RECALCULATION_RANGE);
+ //float dist = owner.GetCombatReach() + i_target.getTarget()->GetCombatReach() + sWorld.getRate(RATE_TARGET_POS_RECALCULATION_RANGE);
//More distance let have better performance, less distance let have more sensitive reaction at target move.
// try to counter precision differences
- if( i_destinationHolder.GetDistance2dFromDestSq(*i_target.getTarget()) >= dist * dist)
+ //if( i_destinationHolder.GetDistance2dFromDestSq(*i_target.getTarget()) >= dist * dist)
+ if(i_offset ? !i_target->IsWithinDistInMap(&owner,2*i_offset)
+ : !i_target->IsWithinMeleeRange(&owner))
{
owner.SetInFront(i_target.getTarget()); // Set new Angle For Map::
_setTargetLocation(owner); //Calculate New Dest and Send data To Player