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authormegamage <none@none>2008-11-07 09:36:46 -0600
committermegamage <none@none>2008-11-07 09:36:46 -0600
commitfd3fcb461253bb8d269faa90af877e1e3e8b12a8 (patch)
tree8c23861b1fc3b14908d1a22c5f491c1aad9d2d21 /src/game/OutdoorPvPObjectiveAI.cpp
parentfdff7330d29eee31d6f7849067d1a68441402370 (diff)
[svn] Remove isVisible function. Check stealth and invisible in canAttack();
Use new remove aura by interrupt flag function. --HG-- branch : trunk
Diffstat (limited to 'src/game/OutdoorPvPObjectiveAI.cpp')
-rw-r--r--src/game/OutdoorPvPObjectiveAI.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/game/OutdoorPvPObjectiveAI.cpp b/src/game/OutdoorPvPObjectiveAI.cpp
index 62c4cb96191..9c9603a7f91 100644
--- a/src/game/OutdoorPvPObjectiveAI.cpp
+++ b/src/game/OutdoorPvPObjectiveAI.cpp
@@ -34,7 +34,8 @@ void OutdoorPvPObjectiveAI::MoveInLineOfSight(Unit *u)
{
// IsVisible only passes for players in range, so no need to check again
// leaving/entering distance will be checked based on go range data
- sOutdoorPvPMgr.HandleCaptureCreaturePlayerMoveInLos(((Player*)u),&i_creature);
+ if((u->GetTypeId() == TYPEID_PLAYER) && i_creature.IsWithinDistInMap(u, MAX_OUTDOOR_PVP_DISTANCE))
+ sOutdoorPvPMgr.HandleCaptureCreaturePlayerMoveInLos(((Player*)u),&i_creature);
}
int OutdoorPvPObjectiveAI::Permissible(const Creature * c)