diff options
| author | megamage <none@none> | 2009-01-30 18:10:05 -0600 |
|---|---|---|
| committer | megamage <none@none> | 2009-01-30 18:10:05 -0600 |
| commit | 8fee06f041fbfbc7e22eccc03a8f12bd7a649999 (patch) | |
| tree | 9512260148dabb87926131a225831e72980a250d /src/bindings/scripts/include | |
| parent | 03234a0657eca4836b1015556973629893c76958 (diff) | |
*AI structure update.
--HG--
branch : trunk
Diffstat (limited to 'src/bindings/scripts/include')
| -rw-r--r-- | src/bindings/scripts/include/sc_creature.cpp | 16 | ||||
| -rw-r--r-- | src/bindings/scripts/include/sc_creature.h | 5 |
2 files changed, 2 insertions, 19 deletions
diff --git a/src/bindings/scripts/include/sc_creature.cpp b/src/bindings/scripts/include/sc_creature.cpp index c2ae15d9ab1..b4bb5175a8b 100644 --- a/src/bindings/scripts/include/sc_creature.cpp +++ b/src/bindings/scripts/include/sc_creature.cpp @@ -63,20 +63,6 @@ void SummonList::DespawnAll() clear(); } -bool ScriptedAI::IsVisible(Unit* who) const -{ - if (!who) - return false; - - return (m_creature->GetDistance(who) < VISIBLE_RANGE) && who->isVisibleForOrDetect(m_creature,true); -} - -void ScriptedAI::MoveInLineOfSight(Unit *who) -{ - if(!m_creature->getVictim() && m_creature->canStartAttack(who)) - AttackStart(who); -} - void ScriptedAI::AttackStart(Unit* who, bool melee) { if (!who) @@ -121,7 +107,7 @@ void ScriptedAI::AttackStart(Unit* who) void ScriptedAI::UpdateAI(const uint32 diff) { //Check if we have a current target - if (m_creature->isAlive() && m_creature->SelectHostilTarget() && m_creature->getVictim()) + if (m_creature->isAlive() && UpdateVictim()) { if (m_creature->isAttackReady() ) { diff --git a/src/bindings/scripts/include/sc_creature.h b/src/bindings/scripts/include/sc_creature.h index 6f60f8cf334..252895bfe68 100644 --- a/src/bindings/scripts/include/sc_creature.h +++ b/src/bindings/scripts/include/sc_creature.h @@ -33,7 +33,7 @@ GameObject* FindGameObject(uint32 entry, float range, Unit* Finder); struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI { - ScriptedAI(Creature* creature) : m_creature(creature), InCombat(false), IsFleeing(false) {} + ScriptedAI(Creature* creature) : CreatureAI(creature), m_creature(creature), InCombat(false), IsFleeing(false) {} ~ScriptedAI() {} //************* @@ -53,9 +53,6 @@ struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI // Called at any Damage from any attacker (before damage apply) void DamageTaken(Unit *done_by, uint32 &damage) {} - //Is unit visible for MoveInLineOfSight - bool IsVisible(Unit *who) const; - //Called at World update tick void UpdateAI(const uint32); |
