*Fix build.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-04-27 21:23:42 -05:00
parent 2b753d0f23
commit 8f0fecd7e3
345 changed files with 682 additions and 874 deletions

View File

@@ -68,14 +68,6 @@ void ScriptedAI::AttackStart(Unit* who, bool melee)
if (m_creature->Attack(who, melee))
{
m_creature->AddThreat(who, 0.0f);
if (!InCombat)
{
InCombat = true;
Aggro(who);
}
if(melee)
DoStartMovement(who);
else
@@ -90,14 +82,6 @@ void ScriptedAI::AttackStart(Unit* who)
if (m_creature->Attack(who, true))
{
m_creature->AddThreat(who, 0.0f);
if (!InCombat)
{
InCombat = true;
Aggro(who);
}
DoStartMovement(who);
}
}
@@ -139,13 +123,11 @@ void ScriptedAI::EnterEvadeMode()
m_creature->GetMotionMaster()->MoveTargetedHome();
}
InCombat = false;
Reset();
}
void ScriptedAI::JustRespawned()
{
InCombat = false;
Reset();
}
@@ -792,14 +774,6 @@ void Scripted_NoMovementAI::AttackStart(Unit* who)
if (m_creature->Attack(who, true))
{
m_creature->AddThreat(who, 0.0f);
if (!InCombat)
{
InCombat = true;
Aggro(who);
}
DoStartNoMovement(who);
}
}

View File

@@ -44,7 +44,7 @@ struct PointMovement
struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI
{
ScriptedAI(Creature* creature) : CreatureAI(creature), m_creature(creature), InCombat(false), IsFleeing(false) {}
ScriptedAI(Creature* creature) : CreatureAI(creature), m_creature(creature), IsFleeing(false) {}
~ScriptedAI() {}
//*************
@@ -98,9 +98,6 @@ struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI
//Pointer to creature we are manipulating
Creature* m_creature;
//Bool for if we are in combat or not
bool InCombat;
//For fleeing
bool IsFleeing;
@@ -112,7 +109,7 @@ struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI
void Reset() {}
//Called at creature aggro either by MoveInLOS or Attack Start
virtual void Aggro(Unit*) = 0;
void EnterCombat(Unit*);
//*************
//AI Helper Functions
@@ -208,7 +205,7 @@ struct TRINITY_DLL_DECL NullCreatureAI : public ScriptedAI
~NullCreatureAI() {}
void Reset() {}
void Aggro(Unit*) {}
void EnterCombat(Unit*) {}
void MoveInLineOfSight(Unit *) {}
void AttackStart(Unit *) {}
void EnterEvadeMode() {}