diff --git a/BossMod/AI/AIBehaviour.cs b/BossMod/AI/AIBehaviour.cs index 39ebe18a98..9835d24888 100644 --- a/BossMod/AI/AIBehaviour.cs +++ b/BossMod/AI/AIBehaviour.cs @@ -57,8 +57,8 @@ public async Task Execute(Actor player, Actor master) { var actorTarget = autorot.WorldState.Actors.Find(player.TargetID); (var naviDecision, target) = followTarget && actorTarget != null - ? await BuildNavigationDecision(player, actorTarget, target) - : await BuildNavigationDecision(player, master, target); + ? await BuildNavigationDecision(player, actorTarget, target).ConfigureAwait(true) + : await BuildNavigationDecision(player, master, target).ConfigureAwait(true); _naviDecision = naviDecision; // There is a difference between having a small positive leeway and having a negative one for pathfinding, prefer to keep positive