*implemented 'empty' VehicleAI

NOTE: VehicleAI::UpdateAI runs even while the vehicle is mounted!

--HG--
branch : trunk
This commit is contained in:
Rat
2010-04-29 21:22:25 +02:00
parent 946ded4619
commit 757fbfba83
6 changed files with 59 additions and 10 deletions

View File

@@ -15167,17 +15167,21 @@ void Unit::RemoveCharmedBy(Unit *charmer)
if (GetTypeId() == TYPEID_UNIT)
{
this->ToCreature()->AI()->OnCharmed(false);
this->ToCreature()->AIM_Initialize();
if (this->ToCreature()->AI() && charmer && charmer->isAlive())
this->ToCreature()->AI()->AttackStart(charmer);
/*if (isAlive() && this->ToCreature()->IsAIEnabled)
if (type != CHARM_TYPE_VEHICLE)//Vehicles' AI is never modified
{
if (charmer && !IsFriendlyTo(charmer))
this->ToCreature()->AIM_Initialize();
if (this->ToCreature()->AI() && charmer && charmer->isAlive())
this->ToCreature()->AI()->AttackStart(charmer);
else
this->ToCreature()->AI()->EnterEvadeMode();
}*/
/*if (isAlive() && this->ToCreature()->IsAIEnabled)
{
if (charmer && !IsFriendlyTo(charmer))
this->ToCreature()->AI()->AttackStart(charmer);
else
this->ToCreature()->AI()->EnterEvadeMode();
}*/
}
}
else
this->ToPlayer()->SetClientControl(this, 1);