diff --git a/src/server/game/AI/SmartScripts/SmartScript.cpp b/src/server/game/AI/SmartScripts/SmartScript.cpp index 2ba8132c4..4b54ff788 100644 --- a/src/server/game/AI/SmartScripts/SmartScript.cpp +++ b/src/server/game/AI/SmartScripts/SmartScript.cpp @@ -742,13 +742,16 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u if (e.action.cast.castFlags & SMARTCAST_COMBAT_MOVE) { - // If cast flag SMARTCAST_COMBAT_MOVE is set combat movement will not be allowed unless target is outside spell range, out of mana, or LOS. - if (result == SPELL_FAILED_OUT_OF_RANGE) - // if we are just out of range, we only chase until we are back in spell range. - CAST_AI(SmartAI, me->AI())->SetCombatMove(true, std::max(spellMaxRange - NOMINAL_MELEE_RANGE, 0.0f)); - else - // if spell fail for any other reason, we chase to melee range, or stay where we are if spellcast was successful. - CAST_AI(SmartAI, me->AI())->SetCombatMove(spellCastFailed); + if (!me->isMoving()) // Don't try to reposition while we are moving + { + // If cast flag SMARTCAST_COMBAT_MOVE is set combat movement will not be allowed unless target is outside spell range, out of mana, or LOS. + if (result == SPELL_FAILED_OUT_OF_RANGE) + // if we are just out of range, we only chase until we are back in spell range. + CAST_AI(SmartAI, me->AI())->SetCombatMove(true, std::max(spellMaxRange - NOMINAL_MELEE_RANGE, 0.0f)); + else + // if spell fail for any other reason, we chase to melee range, or stay where we are if spellcast was successful. + CAST_AI(SmartAI, me->AI())->SetCombatMove(spellCastFailed); + } } if (spellCastFailed)