From a2da2facbf9233976c5ff99999c75aaf4cb42875 Mon Sep 17 00:00:00 2001 From: CarnifexOptimus <156172553+CarnifexOptimus@users.noreply.github.com> Date: Thu, 28 Nov 2024 17:54:20 +0100 Subject: [PATCH] code analyzer bs --- BossMod/AI/AIBehaviour.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) 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