diff options
| author | megamage <none@none> | 2008-11-03 14:11:09 -0600 |
|---|---|---|
| committer | megamage <none@none> | 2008-11-03 14:11:09 -0600 |
| commit | 6a8878fb5da29c4ff0deac8e8819489089731704 (patch) | |
| tree | b70099769e831513eade33daeb02111dd3c28e36 /src/game/ReactorAI.cpp | |
| parent | da5786249f9117b18a71ccca9e677e275ddd29ad (diff) | |
[svn] Use IsWithinCombatDist for all AI. This should fix the bug that pet and guard does not attack target. (Note: some scriptedAI may need to update)
--HG--
branch : trunk
Diffstat (limited to 'src/game/ReactorAI.cpp')
| -rw-r--r-- | src/game/ReactorAI.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/ReactorAI.cpp b/src/game/ReactorAI.cpp index 9ce3d9ad55f..41e5fb51f10 100644 --- a/src/game/ReactorAI.cpp +++ b/src/game/ReactorAI.cpp @@ -76,7 +76,7 @@ ReactorAI::UpdateAI(const uint32 /*time_diff*/) if( i_creature.isAttackReady() ) { - if( i_creature.IsWithinDistInMap(i_creature.getVictim(), ATTACK_DISTANCE)) + if( i_creature.IsWithinCombatDist(i_creature.getVictim(), ATTACK_DISTANCE)) { i_creature.AttackerStateUpdate(i_creature.getVictim()); i_creature.resetAttackTimer(); |
