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authorBrian <runningnak3d@gmail.com>2009-12-27 17:27:39 -0700
committerBrian <runningnak3d@gmail.com>2009-12-27 17:27:39 -0700
commit08222a7f01fdc9d280d78f5e5acfaf8cd906d96c (patch)
tree33a1632cd701e17bd5bd4f8f6ed15dd74fdd1d6f
parent2ba1a48dd472fddf4f75359c23c0c26a9c5e198e (diff)
* *FINALLY* removed the nasty nasty hack where the core would cast spells if
* any were listed in creature_template.spellid[1-8] * Creatures should only cast spells if they have a script. --HG-- branch : trunk
-rw-r--r--src/game/CreatureAISelector.cpp12
1 files changed, 0 insertions, 12 deletions
diff --git a/src/game/CreatureAISelector.cpp b/src/game/CreatureAISelector.cpp
index 83975c0fc7d..4421eef7ee2 100644
--- a/src/game/CreatureAISelector.cpp
+++ b/src/game/CreatureAISelector.cpp
@@ -75,18 +75,6 @@ namespace FactorySelector
ai_factory = ai_registry.GetRegistryItem("CritterAI");
}
- if(!ai_factory)
- {
- for (uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
- {
- if(creature->m_spells[i])
- {
- ai_factory = ai_registry.GetRegistryItem("CombatAI");
- break;
- }
- }
- }
-
// select by permit check
if(!ai_factory)
{