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authormegamage <none@none>2009-09-02 12:46:26 -0500
committermegamage <none@none>2009-09-02 12:46:26 -0500
commit8efb15c52a7e79c4f312b643ec7933e608effe47 (patch)
treefed7753924bf0a7225b665f7deb1a14c7c4ea1f5 /src/game/GridNotifiersImpl.h
parentc150629f8d9ef38a25e939354b931098517874cc (diff)
*Try to fix the bug that creature does not regenerate after evade.
--HG-- branch : trunk
Diffstat (limited to 'src/game/GridNotifiersImpl.h')
-rw-r--r--src/game/GridNotifiersImpl.h12
1 files changed, 3 insertions, 9 deletions
diff --git a/src/game/GridNotifiersImpl.h b/src/game/GridNotifiersImpl.h
index 23b781cab4c..d9e27cc8bcc 100644
--- a/src/game/GridNotifiersImpl.h
+++ b/src/game/GridNotifiersImpl.h
@@ -44,25 +44,19 @@ inline void PlayerCreatureRelocationWorker(Player* pl, Creature* c)
// Creature AI reaction
if(c->HasReactState(REACT_AGGRESSIVE) && !c->hasUnitState(UNIT_STAT_SIGHTLESS))
- {
- if( c->IsAIEnabled && c->_IsWithinDist(pl, c->m_SightDistance, true) && !c->IsInEvadeMode() )
+ if(c->_IsWithinDist(pl, c->m_SightDistance, true) && c->IsAIEnabled)
c->AI()->MoveInLineOfSight(pl);
- }
}
inline void CreatureCreatureRelocationWorker(Creature* c1, Creature* c2)
{
if(c1->HasReactState(REACT_AGGRESSIVE) && !c1->hasUnitState(UNIT_STAT_SIGHTLESS))
- {
- if( c1->IsAIEnabled && c1->_IsWithinDist(c2, c1->m_SightDistance, true) && !c1->IsInEvadeMode() )
+ if(c1->_IsWithinDist(c2, c1->m_SightDistance, true) && c1->IsAIEnabled)
c1->AI()->MoveInLineOfSight(c2);
- }
if(c2->HasReactState(REACT_AGGRESSIVE) && !c2->hasUnitState(UNIT_STAT_SIGHTLESS))
- {
- if( c2->IsAIEnabled && c1->_IsWithinDist(c2, c2->m_SightDistance, true) && !c2->IsInEvadeMode() )
+ if(c1->_IsWithinDist(c2, c2->m_SightDistance, true) && c2->IsAIEnabled)
c2->AI()->MoveInLineOfSight(c1);
- }
}
template<class T>