diff --git a/src/Ai/Base/Actions/MovementActions.cpp b/src/Ai/Base/Actions/MovementActions.cpp index 985c6619d..61c6e140c 100644 --- a/src/Ai/Base/Actions/MovementActions.cpp +++ b/src/Ai/Base/Actions/MovementActions.cpp @@ -3009,8 +3009,8 @@ bool MovementAction::MoveTo2(WorldPosition endPos, return dispatched; } -bool MovementAction::DispatchMovement(TravelPath const& path, - WorldPosition const& dest, +bool MovementAction::DispatchMovement(TravelPath path, + WorldPosition dest, char const* label, MovementPriority priority, bool lessDelay) diff --git a/src/Ai/Base/Actions/MovementActions.h b/src/Ai/Base/Actions/MovementActions.h index 2f365c471..594d636cf 100644 --- a/src/Ai/Base/Actions/MovementActions.h +++ b/src/Ai/Base/Actions/MovementActions.h @@ -91,8 +91,8 @@ protected: // re-evaluation for the full move duration. Until combat dispatch is // restructured to bypass MoveTo2, the WaitForReach is deliberately // omitted. - bool DispatchMovement(TravelPath const& path, - WorldPosition const& dest, + bool DispatchMovement(TravelPath path, + WorldPosition dest, char const* label, MovementPriority priority = MovementPriority::MOVEMENT_NORMAL, bool lessDelay = false);