From 88543c0eaad932950ebf72a1c43e6b583318b38a Mon Sep 17 00:00:00 2001 From: treeston Date: Thu, 6 Jul 2017 20:43:20 +0200 Subject: Formation idle: Remove more shitty code. Fixes #19995 for real this time. --- src/server/game/Entities/Creature/CreatureGroups.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'src') diff --git a/src/server/game/Entities/Creature/CreatureGroups.cpp b/src/server/game/Entities/Creature/CreatureGroups.cpp index 0a7e9d51a1e..3984a81cf71 100644 --- a/src/server/game/Entities/Creature/CreatureGroups.cpp +++ b/src/server/game/Entities/Creature/CreatureGroups.cpp @@ -232,8 +232,7 @@ void CreatureGroup::LeaderMoveTo(Position const& destination, uint32 id /*= 0*/, for (CreatureGroupMemberType::iterator itr = m_members.begin(); itr != m_members.end(); ++itr) { Creature* member = itr->first; - uint8 groupAI = sFormationMgr->CreatureGroupMap[member->GetSpawnId()]->groupAI; - if (member == m_leader || !member->IsAlive() || member->GetVictim() || !(groupAI & FLAG_IDLE_IN_FORMATION)) + if (member == m_leader || !member->IsAlive() || member->IsEngaged() || !(itr->second->groupAI & FLAG_IDLE_IN_FORMATION)) continue; if (itr->second->point_1) -- cgit v1.2.3