Core/SAI: Fixed crashes in AttackStart related to movement

Closes #1670
This commit is contained in:
Shauren
2011-06-15 17:32:31 +02:00
parent d8aac735a7
commit 1df876c3ec
2 changed files with 5 additions and 5 deletions

View File

@@ -586,9 +586,9 @@ void SmartAI::KilledUnit(Unit* victim)
GetScript()->ProcessEventsFor(SMART_EVENT_KILL, victim);
}
void SmartAI::JustSummoned(Creature* pUnit)
void SmartAI::JustSummoned(Creature* creature)
{
GetScript()->ProcessEventsFor(SMART_EVENT_SUMMONED_UNIT, pUnit);
GetScript()->ProcessEventsFor(SMART_EVENT_SUMMONED_UNIT, creature);
}
void SmartAI::AttackStart(Unit* who)
@@ -596,7 +596,7 @@ void SmartAI::AttackStart(Unit* who)
if (who && me->Attack(who, true))
{
SetRun(mRun);
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == POINT_MOTION_TYPE)
if (me->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_ACTIVE) == POINT_MOTION_TYPE)
me->GetMotionMaster()->MovementExpired();
if (mCanCombatMove)

View File

@@ -91,10 +91,10 @@ class SmartAI : public CreatureAI
void KilledUnit(Unit* victim);
// Called when the creature summon successfully other creature
void JustSummoned(Creature* pUnit);
void JustSummoned(Creature* creature);
// Tell creature to attack and follow the victim
void AttackStart(Unit *who);
void AttackStart(Unit* who);
// Called if IsVisible(Unit *who) is true at each *who move, reaction at visibility zone enter
void MoveInLineOfSight(Unit *who);