Core/BossAI: Remove _DespawnAtEvade(uint32, Creature*) overload

Use _DespawnAtEvade(Seconds,  Creature*) instead

(cherry picked from commit 27229c10cd)
This commit is contained in:
Carbenium
2020-07-25 20:46:24 +02:00
committed by Shauren
parent 5f296fb7c7
commit da438c73e2
3 changed files with 5 additions and 6 deletions

View File

@@ -599,10 +599,10 @@ bool BossAI::CanAIAttack(Unit const* target) const
void BossAI::_DespawnAtEvade(Seconds delayToRespawn /*= 30s*/, Creature* who /*= nullptr*/)
{
if (delayToRespawn < Seconds(2))
if (delayToRespawn < 2s)
{
TC_LOG_ERROR("scripts.ai", "BossAI::_DespawnAtEvade: called with delay of " SI64FMTD " seconds, defaulting to 2 (me: %s)", delayToRespawn.count(), me->GetGUID().ToString().c_str());
delayToRespawn = Seconds(2);
delayToRespawn = 2s;
}
if (!who)

View File

@@ -340,8 +340,7 @@ class TC_GAME_API BossAI : public ScriptedAI
void _JustEngagedWith(Unit* who);
void _JustDied();
void _JustReachedHome();
void _DespawnAtEvade(Seconds delayToRespawn, Creature* who = nullptr);
void _DespawnAtEvade(uint32 delayToRespawn = 30, Creature* who = nullptr) { _DespawnAtEvade(Seconds(delayToRespawn), who); }
void _DespawnAtEvade(Seconds delayToRespawn = 30s, Creature* who = nullptr);
void TeleportCheaters();