From f3d2a2808335bb3b6177157e9dead015086f2603 Mon Sep 17 00:00:00 2001 From: blinkysc <37940565+blinkysc@users.noreply.github.com> Date: Wed, 25 Mar 2026 10:34:10 -0500 Subject: [PATCH] fix(Core/Movement): Prevent vehicles from following their own passenger on evade (#25225) Co-authored-by: blinkysc --- src/server/game/AI/CreatureAI.cpp | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp index f8c69e141..665b915cb 100644 --- a/src/server/game/AI/CreatureAI.cpp +++ b/src/server/game/AI/CreatureAI.cpp @@ -246,8 +246,11 @@ void CreatureAI::EnterEvadeMode(EvadeReason why) // Owned creatures (pets/guardians) follow their owner — clear evade state // so they can re-enter combat immediately via CanBeginCombat me->ClearUnitState(UNIT_STATE_EVADE); - me->GetMotionMaster()->Clear(false); - me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, me->GetFollowAngle(), MOTION_SLOT_ACTIVE); + if (!me->IsVehicle()) // vehicles should not follow their owner (passenger) + { + me->GetMotionMaster()->Clear(false); + me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, me->GetFollowAngle(), MOTION_SLOT_ACTIVE); + } } else {