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authorRat <none@none>2010-04-10 10:20:01 +0200
committerRat <none@none>2010-04-10 10:20:01 +0200
commit4a8bf5900dbd3fa9b7d9d71989d46dad8112fd7f (patch)
tree5bc2a92e77da8a3c1a8d51f35a098cadcc3a3b25 /src/game/CreatureAIImpl.h
parent8bb3b394957f8e3edeb00f68812a997e59bd56d3 (diff)
*modified spelldifficulty handler to work with all spell casts for creatures that are in instances thanks to Shauren for help
*modified most of the scripts to use normal_mode spell for casting (code was autogenerated, post errors if any) *added sql for all modded spells (autogenerated..) --HG-- branch : trunk
Diffstat (limited to 'src/game/CreatureAIImpl.h')
-rw-r--r--src/game/CreatureAIImpl.h6
1 files changed, 1 insertions, 5 deletions
diff --git a/src/game/CreatureAIImpl.h b/src/game/CreatureAIImpl.h
index 2499c632ca8..d2f96ffcabc 100644
--- a/src/game/CreatureAIImpl.h
+++ b/src/game/CreatureAIImpl.h
@@ -593,15 +593,11 @@ inline bool CreatureAI::_EnterEvadeMode()
return true;
}
-inline void UnitAI::DoCast(Unit* victim, uint32 spellId, bool triggered, bool useMode)
+inline void UnitAI::DoCast(Unit* victim, uint32 spellId, bool triggered)
{
if (!victim || (me->hasUnitState(UNIT_STAT_CASTING) && !triggered))
return;
- //search for instance mode spell
- if(useMode && me->ToCreature())
- spellId = me->ToCreature()->GetSpellIdForDifficulty(spellId);
-
me->CastSpell(victim, spellId, triggered);
}