diff --git a/src/game/AI/BaseAI/CreatureAI.cpp b/src/game/AI/BaseAI/CreatureAI.cpp index e4da1ee128..df78c2ec92 100644 --- a/src/game/AI/BaseAI/CreatureAI.cpp +++ b/src/game/AI/BaseAI/CreatureAI.cpp @@ -34,7 +34,7 @@ CreatureAI::CreatureAI(Creature* creature, uint32 combatActions) : SetMeleeEnabled(!(m_creature->GetSettings().HasFlag(CreatureStaticFlags::NO_MELEE_FLEE) || m_creature->GetSettings().HasFlag(CreatureStaticFlags4::NO_MELEE_APPROACH) || m_creature->GetCreatureInfo()->ExtraFlags & CREATURE_EXTRA_FLAG_NO_MELEE)); if (m_creature->GetSettings().HasFlag(CreatureStaticFlags::SESSILE)) - SetAIImmobilizedState(true); + SetCombatMovement(false); if (m_creature->IsNoAggroOnSight()) SetReactState(REACT_DEFENSIVE); @@ -57,7 +57,7 @@ void CreatureAI::EnterCombat(Unit* enemy) { UnitAI::EnterCombat(enemy); // TODO: Monitor this condition to see if it conflicts with any pets - if (m_creature->GetSettings().HasFlag(CreatureStaticFlags::NO_MELEE_FLEE) && !m_creature->IsRooted() && !m_creature->IsInPanic() && enemy && enemy->IsPlayerControlled()) + if (m_creature->GetSettings().HasFlag(CreatureStaticFlags::NO_MELEE_FLEE) && !m_creature->GetSettings().HasFlag(CreatureStaticFlags::SESSILE) && !m_creature->IsRooted() && !m_creature->IsInPanic() && enemy && enemy->IsPlayerControlled()) { DoFlee(30000); SetAIOrder(ORDER_CRITTER_FLEE); // mark as critter flee for custom handling