fix(Core/SAI): Don't try to reposition SMC creatures while moving (fi… (#22280)

This commit is contained in:
Andrew
2025-06-07 15:43:53 -03:00
committed by GitHub
parent 13e9ae5206
commit 9279b1248f

View File

@@ -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)