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-rw-r--r--src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp17
1 files changed, 15 insertions, 2 deletions
diff --git a/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp
index 11ec5c65d38..f41683bc3d4 100644
--- a/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp
+++ b/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp
@@ -284,10 +284,23 @@ void WaypointMovementGenerator<Creature>::OnArrived(Creature* owner)
ASSERT(_currentNode < GetPath()->Nodes.size(), "WaypointMovementGenerator::OnArrived: tried to reference a node id (%u) which is not included in path (%u)", _currentNode, GetPath()->Id);
WaypointNode const& waypoint = GetPath()->Nodes[_currentNode];
- if (waypoint.Delay)
+
+ Milliseconds delay = [&]
+ {
+ if (!_isReturningToStart)
+ return Milliseconds(waypoint.Delay);
+
+ // when traversing the path backwards, use delays from "next" waypoint to make sure pauses happen between the same points as in forward direction
+ if (_currentNode > 0)
+ return Milliseconds(GetPath()->Nodes[_currentNode - 1].Delay);
+
+ return 0ms;
+ }();
+
+ if (delay > 0ms)
{
owner->ClearUnitState(UNIT_STATE_ROAMING_MOVE);
- _nextMoveTime.Reset(waypoint.Delay);
+ _nextMoveTime.Reset(delay);
}
if (_waitTimeRangeAtPathEnd && IsFollowingPathBackwardsFromEndToStart()