diff --git a/doc/script_commands.txt b/doc/script_commands.txt index 39972c135..325f3c05a 100644 --- a/doc/script_commands.txt +++ b/doc/script_commands.txt @@ -182,13 +182,12 @@ Defining a buddy could be done in several way: 3 SCRIPT_COMMAND_MOVE_TO resultingSource = Creature If position is very near to current position, or x=y=z=0, then only orientation is changed * datalong = dbscripts_on_relay id - executed for source and target same as this script - * datalong2 + * datalong2 = 0x2 make it main movegen and persist through combat evade * datalong3 = enum ForcedMovement * data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL: teleport unit to position * x/y/z/o * dataint = 1 to init move to respawn position, 2 to init creature group member each in their respawn position. no other data is needed. So ex: command 3 ... dataint=1 and creature should head to its respawn pos - * dataint2 = 0x1 to make it main movegen and persist through combat evade 4 SCRIPT_COMMAND_FLAG_SET source = any * datalong = field_id diff --git a/src/game/DBScripts/ScriptMgr.cpp b/src/game/DBScripts/ScriptMgr.cpp index c75e77d55..e3bb99e38 100644 --- a/src/game/DBScripts/ScriptMgr.cpp +++ b/src/game/DBScripts/ScriptMgr.cpp @@ -1875,7 +1875,7 @@ bool ScriptAction::ExecuteDbscriptCommand(WorldObject* pSource, WorldObject* pTa } // Normal Movement - if ((m_script->textId[1] & 0x1) != 0) // make it main movegen + if ((m_script->moveTo.flags & 0x2) != 0) // make it main movegen unit->GetMotionMaster()->Clear(false, true); else unit->GetMotionMaster()->Clear();