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-rw-r--r--src/server/game/Entities/Creature/CreatureGroups.cpp5
1 files changed, 3 insertions, 2 deletions
diff --git a/src/server/game/Entities/Creature/CreatureGroups.cpp b/src/server/game/Entities/Creature/CreatureGroups.cpp
index c4ef53ae60..c603b51da6 100644
--- a/src/server/game/Entities/Creature/CreatureGroups.cpp
+++ b/src/server/game/Entities/Creature/CreatureGroups.cpp
@@ -361,8 +361,9 @@ void CreatureGroup::LeaderMoveTo(float x, float y, float z, uint32 move_type)
if (member == m_leader || !member->IsAlive() || member->GetVictim() || !pFormationInfo.HasGroupFlag(std::underlying_type_t<GroupAIFlags>(GroupAIFlags::GROUP_AI_FLAG_FOLLOW_LEADER)))
continue;
- // Xinef: If member is stunned / rooted etc don't allow to move him
- if (member->HasUnitState(UNIT_STATE_NOT_MOVE))
+ // If member is stunned / rooted etc don't allow to move him
+ // Or if charmed/controlled
+ if (member->HasUnitState(UNIT_STATE_NOT_MOVE) || member->isPossessed() || member->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED))
continue;
// Xinef: this should be automatized, if turn angle is greater than PI/2 (90�) we should swap formation angle