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https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-23 10:26:28 +01:00
*code cleanup
*totally destroyed m_creature, use "me" for future coding --HG-- branch : trunk
This commit is contained in:
@@ -99,11 +99,11 @@ void SimpleAI::EnterCombat(Unit *who)
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//Random text
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if (Aggro_TextId[random_text])
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DoScriptText(Aggro_TextId[random_text], m_creature, who);
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DoScriptText(Aggro_TextId[random_text], me, who);
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//Random sound
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if (Aggro_Sound[random_text])
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DoPlaySoundToSet(m_creature, Aggro_Sound[random_text]);
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DoPlaySoundToSet(me, Aggro_Sound[random_text]);
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}
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void SimpleAI::KilledUnit(Unit *victim)
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@@ -112,11 +112,11 @@ void SimpleAI::KilledUnit(Unit *victim)
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//Random yell
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if (Kill_TextId[random_text])
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DoScriptText(Kill_TextId[random_text], m_creature, victim);
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DoScriptText(Kill_TextId[random_text], me, victim);
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//Random sound
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if (Kill_Sound[random_text])
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DoPlaySoundToSet(m_creature, Kill_Sound[random_text]);
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DoPlaySoundToSet(me, Kill_Sound[random_text]);
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if (!Kill_Spell)
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return;
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@@ -126,10 +126,10 @@ void SimpleAI::KilledUnit(Unit *victim)
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switch (Kill_Target_Type)
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{
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case CAST_SELF:
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pTarget = m_creature;
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pTarget = me;
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break;
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case CAST_HOSTILE_TARGET:
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pTarget = m_creature->getVictim();
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pTarget = me->getVictim();
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break;
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case CAST_HOSTILE_SECOND_AGGRO:
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pTarget = SelectUnit(SELECT_TARGET_TOPAGGRO,1);
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@@ -153,18 +153,18 @@ void SimpleAI::KilledUnit(Unit *victim)
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void SimpleAI::DamageTaken(Unit *killer, uint32 &damage)
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{
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//Return if damage taken won't kill us
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if (m_creature->GetHealth() > damage)
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if (me->GetHealth() > damage)
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return;
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uint8 random_text = urand(0,2);
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//Random yell
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if (Death_TextId[random_text])
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DoScriptText(Death_TextId[random_text], m_creature, killer);
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DoScriptText(Death_TextId[random_text], me, killer);
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//Random sound
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if (Death_Sound[random_text])
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DoPlaySoundToSet(m_creature, Death_Sound[random_text]);
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DoPlaySoundToSet(me, Death_Sound[random_text]);
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if (!Death_Spell)
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return;
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@@ -174,10 +174,10 @@ void SimpleAI::DamageTaken(Unit *killer, uint32 &damage)
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switch (Death_Target_Type)
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{
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case CAST_SELF:
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pTarget = m_creature;
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pTarget = me;
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break;
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case CAST_HOSTILE_TARGET:
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pTarget = m_creature->getVictim();
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pTarget = me->getVictim();
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break;
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case CAST_HOSTILE_SECOND_AGGRO:
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pTarget = SelectUnit(SELECT_TARGET_TOPAGGRO,1);
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@@ -214,21 +214,21 @@ void SimpleAI::UpdateAI(const uint32 diff)
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if (Spell_Timer[i] <= diff)
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{
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//Check if this is a percentage based
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if (Spell[i].First_Cast < 0 && Spell[i].First_Cast > -100 && m_creature->GetHealth()*100 / m_creature->GetMaxHealth() > -Spell[i].First_Cast)
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if (Spell[i].First_Cast < 0 && Spell[i].First_Cast > -100 && me->GetHealth()*100 / me->GetMaxHealth() > -Spell[i].First_Cast)
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continue;
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//Check Current spell
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if (!(Spell[i].InterruptPreviousCast && m_creature->IsNonMeleeSpellCasted(false)))
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if (!(Spell[i].InterruptPreviousCast && me->IsNonMeleeSpellCasted(false)))
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{
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Unit *pTarget = NULL;
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switch (Spell[i].Cast_Target_Type)
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{
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case CAST_SELF:
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pTarget = m_creature;
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pTarget = me;
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break;
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case CAST_HOSTILE_TARGET:
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pTarget = m_creature->getVictim();
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pTarget = me->getVictim();
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break;
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case CAST_HOSTILE_SECOND_AGGRO:
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pTarget = SelectUnit(SELECT_TARGET_TOPAGGRO,1);
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@@ -244,8 +244,8 @@ void SimpleAI::UpdateAI(const uint32 diff)
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//Target is ok, cast a spell on it and then do our random yell
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if (pTarget)
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{
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if (m_creature->IsNonMeleeSpellCasted(false))
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m_creature->InterruptNonMeleeSpells(false);
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if (me->IsNonMeleeSpellCasted(false))
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me->InterruptNonMeleeSpells(false);
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DoCast(pTarget, Spell[i].Spell_Id);
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@@ -255,11 +255,11 @@ void SimpleAI::UpdateAI(const uint32 diff)
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//Random yell
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if (Spell[i].TextId[random_text])
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DoScriptText(Spell[i].TextId[random_text], m_creature, pTarget);
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DoScriptText(Spell[i].TextId[random_text], me, pTarget);
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//Random sound
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if (Spell[i].Text_Sound[random_text])
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DoPlaySoundToSet(m_creature, Spell[i].Text_Sound[random_text]);
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DoPlaySoundToSet(me, Spell[i].Text_Sound[random_text]);
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}
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}
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