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authorTrazom62 <none@none>2010-04-25 12:59:27 +0200
committerTrazom62 <none@none>2010-04-25 12:59:27 +0200
commiteccf5bf547c9b1648a453695189877c212071c70 (patch)
tree547c424a86c42bfd61944bc2d12d97f4146cec04 /src/game/CreatureAI.cpp
parentb466819333eb551a64cdb02e9d8d25678fbb770e (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/CreatureAI.cpp')
-rw-r--r--src/game/CreatureAI.cpp9
1 files changed, 0 insertions, 9 deletions
diff --git a/src/game/CreatureAI.cpp b/src/game/CreatureAI.cpp
index 62396d528be..fb8f37ae492 100644
--- a/src/game/CreatureAI.cpp
+++ b/src/game/CreatureAI.cpp
@@ -131,15 +131,6 @@ void CreatureAI::MoveInLineOfSight(Unit *who)
// me->GetMotionMaster()->MoveChase(who->getVictim());
}
-void CreatureAI::SelectNearestTarget(Unit *who)
-{
- if (me->getVictim() && me->GetDistanceOrder(who, me->getVictim()) && me->canAttack(who))
- {
- me->getThreatManager().modifyThreatPercent(me->getVictim(), -100);
- me->AddThreat(who, 1000000.0f);
- }
-}
-
void CreatureAI::EnterEvadeMode()
{
if (!_EnterEvadeMode())