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Core/ScriptedAI: remove ScriptedAI::CanCast function which is not functioning properly (compare that func with Spell::CheckCast to see how it should work) and is unused. Closes #2275.
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@@ -269,27 +269,6 @@ SpellInfo const* ScriptedAI::SelectSpell(Unit* target, uint32 school, uint32 mec
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return apSpell[urand(0, spellCount - 1)];
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}
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bool ScriptedAI::CanCast(Unit* target, SpellInfo const* spell, bool triggered /*= false*/)
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{
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//No target so we can't cast
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if (!target || !spell)
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return false;
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//Silenced so we can't cast
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if (!triggered && me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
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return false;
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//Check for power
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if (!triggered && me->GetPower(Powers(spell->PowerType)) < spell->ManaCost)
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return false;
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//Unit is out of range of this spell
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if (me->IsInRange(target, float(me->GetSpellMinRangeForTarget(target, spell)), float(me->GetSpellMaxRangeForTarget(target, spell))))
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return false;
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return true;
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}
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void ScriptedAI::DoResetThreat()
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{
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if (!me->CanHaveThreatList() || me->getThreatManager().isThreatListEmpty())
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@@ -160,9 +160,6 @@ struct ScriptedAI : public CreatureAI
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//Returns spells that meet the specified criteria from the creatures spell list
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SpellInfo const* SelectSpell(Unit* target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effect);
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//Checks if you can cast the specified spell
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bool CanCast(Unit* target, SpellInfo const* spell, bool triggered = false);
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void SetEquipmentSlots(bool loadDefault, int32 mainHand = EQUIP_NO_CHANGE, int32 offHand = EQUIP_NO_CHANGE, int32 ranged = EQUIP_NO_CHANGE);
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//Generally used to control if MoveChase() is to be used or not in AttackStart(). Some creatures does not chase victims
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@@ -1505,8 +1505,7 @@ class npc_captain_grondel : public CreatureScript
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switch (eventId)
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{
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case EVENT_GRONDEL_CHARGE_CHECK:
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if (CanCast(me->getVictim(), sSpellMgr->GetSpellInfo(SPELL_CHARGE)))
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DoCastVictim(SPELL_CHARGE);
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DoCastVictim(SPELL_CHARGE);
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Events.ScheduleEvent(EVENT_GRONDEL_CHARGE_CHECK, 500);
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break;
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case EVENT_GRONDEL_MORTAL_STRIKE:
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