fix(Core/Movement): Don't take height into consideration for follow teleports (#24690)

This commit is contained in:
Gultask
2026-02-13 06:02:52 -03:00
committed by GitHub
parent 6ebc6c9f2a
commit 0e50b3dede
@@ -656,7 +656,7 @@ bool FollowMovementGenerator<T>::DoUpdate(T* owner, uint32 time_diff)
// Teleport if stuck and too far away // Teleport if stuck and too far away
if (cOwner && isFollowingPlayer) if (cOwner && isFollowingPlayer)
{ {
float distance = owner->GetDistance(target); float const distance = owner->GetDistance2d(target);
if (distance > 20.f) if (distance > 20.f)
{ {
float teleX; float teleX;
@@ -664,6 +664,7 @@ bool FollowMovementGenerator<T>::DoUpdate(T* owner, uint32 time_diff)
float teleZ; float teleZ;
target->GetClosePoint(teleX, teleY, teleZ, owner->GetCombatReach()); target->GetClosePoint(teleX, teleY, teleZ, owner->GetCombatReach());
teleZ = owner->GetMapHeight(teleX, teleY, teleZ);
owner->NearTeleportTo(teleX, teleY, teleZ, target->GetOrientation()); owner->NearTeleportTo(teleX, teleY, teleZ, target->GetOrientation());
_lastTargetPosition.reset(); _lastTargetPosition.reset();
_lastPredictedPosition.reset(); _lastPredictedPosition.reset();