diff options
author | Trazom62 <none@none> | 2010-04-25 12:59:27 +0200 |
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committer | Trazom62 <none@none> | 2010-04-25 12:59:27 +0200 |
commit | eccf5bf547c9b1648a453695189877c212071c70 (patch) | |
tree | 547c424a86c42bfd61944bc2d12d97f4146cec04 /src/game/Creature.h | |
parent | b466819333eb551a64cdb02e9d8d25678fbb770e (diff) |
Refactor Creature::SelectNearestTarget(float dist)
This function is used in many scripts to find the nearest enemy within the given distance.
However, it had an implicit limit to the ATTACK_DISTANCE. so in many case the "dist" was in fact just ignored.
In other case, the ATTACK_DISTANCE is required. So 2 functions are necessary to avoid ambiguities.
The refactoring is the split of the function in 2: SelectNearestTarget and SelectNearestTargetInAttackDistance.
--HG--
branch : trunk
Diffstat (limited to 'src/game/Creature.h')
-rw-r--r-- | src/game/Creature.h | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/src/game/Creature.h b/src/game/Creature.h index 3ffaa5e401f..b2b51785956 100644 --- a/src/game/Creature.h +++ b/src/game/Creature.h @@ -557,6 +557,8 @@ class Creature : public Unit, public GridObject<Creature> void SendAIReaction(AiReaction reactionType); Unit* SelectNearestTarget(float dist = 0) const; + Unit* SelectNearestTargetInAttackDistance(float dist = 0) const; + void DoFleeToGetAssistance(); void CallForHelp(float fRadius); void CallAssistance(); |