diff options
| author | Trazom62 <none@none> | 2010-04-25 12:59:27 +0200 |
|---|---|---|
| committer | Trazom62 <none@none> | 2010-04-25 12:59:27 +0200 |
| commit | eccf5bf547c9b1648a453695189877c212071c70 (patch) | |
| tree | 547c424a86c42bfd61944bc2d12d97f4146cec04 /src/game/CreatureAI.cpp | |
| 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/CreatureAI.cpp')
| -rw-r--r-- | src/game/CreatureAI.cpp | 9 |
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()) |
