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| author | megamage <none@none> | 2009-04-14 21:07:52 -0500 | 
|---|---|---|
| committer | megamage <none@none> | 2009-04-14 21:07:52 -0500 | 
| commit | ceae9b8e0f48f3961884fa40be71915f3b8df851 (patch) | |
| tree | 7c76e30e6cddf4624d4b5aae6714f47c5a473a0c /dep/include/openssl/ecdsa.h | |
| parent | 3a658002180e30de4e7037a14e2b4fc0788b5d40 (diff) | |
    [7668] Cleanup In CreatureAI function descriptions and AttackStart/AttackedBy use. Author: VladimirMangos
    * Use AI::AttackStart calls only in case explicit request creature attack from core or AI code "attack it if can".
      Like taunt, pet handler attack command.
    * Use AI::AttackedBy for reaction at hostile action "do something at hostile action"
      Like non-dot damage, swing, negative spell landing, or fade fear/etc.
      And provided by default call AttackStart if no current target.
    This fix some problems, like:
    * Civilian will react propertly at attack by another creature (not pet or player).
    * Will not cases (at least triggred by core) when attack target start run to attacker before any real hostile action apply.
*Note: AttackBy is still disabled until proved useful to TC.
--HG--
branch : trunk
Diffstat (limited to 'dep/include/openssl/ecdsa.h')
0 files changed, 0 insertions, 0 deletions
