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authormegamage <none@none>2009-06-05 14:37:15 -0500
committermegamage <none@none>2009-06-05 14:37:15 -0500
commit5aa9fdb556a6d78520ee98d0f88f28c884c7e3df (patch)
tree5d0ad16c3383952834e127046a341953ae30f52d /src/game/CreatureAI.cpp
parent13fd9ea601e666ea0381d6cfafc20e316fa3f90e (diff)
*Still use the old updatevictim functions for most scripts because some old scripts may cause crash using new function.
--HG-- branch : trunk
Diffstat (limited to 'src/game/CreatureAI.cpp')
-rw-r--r--src/game/CreatureAI.cpp10
1 files changed, 10 insertions, 0 deletions
diff --git a/src/game/CreatureAI.cpp b/src/game/CreatureAI.cpp
index f61aca24405..143dfec99d3 100644
--- a/src/game/CreatureAI.cpp
+++ b/src/game/CreatureAI.cpp
@@ -149,6 +149,16 @@ bool CreatureAI::UpdateVictim()
if(!me->isInCombat())
return false;
+ if(Unit *victim = me->SelectVictim())
+ AttackStart(victim);
+ return me->getVictim();
+}
+
+bool CreatureAI::UpdateCombatState()
+{
+ if(!me->isInCombat())
+ return false;
+
if(!me->HasReactState(REACT_PASSIVE))
{
if(Unit *victim = me->SelectVictim())