diff options
| author | megamage <none@none> | 2009-04-14 21:07:52 -0500 |
|---|---|---|
| committer | megamage <none@none> | 2009-04-14 21:07:52 -0500 |
| commit | ceae9b8e0f48f3961884fa40be71915f3b8df851 (patch) | |
| tree | 7c76e30e6cddf4624d4b5aae6714f47c5a473a0c /src/game/SpellEffects.cpp | |
| parent | 3a658002180e30de4e7037a14e2b4fc0788b5d40 (diff) | |
[7668] Cleanup In CreatureAI function descriptions and AttackStart/AttackedBy use. Author: VladimirMangos
* Use AI::AttackStart calls only in case explicit request creature attack from core or AI code "attack it if can".
Like taunt, pet handler attack command.
* Use AI::AttackedBy for reaction at hostile action "do something at hostile action"
Like non-dot damage, swing, negative spell landing, or fade fear/etc.
And provided by default call AttackStart if no current target.
This fix some problems, like:
* Civilian will react propertly at attack by another creature (not pet or player).
* Will not cases (at least triggred by core) when attack target start run to attacker before any real hostile action apply.
*Note: AttackBy is still disabled until proved useful to TC.
--HG--
branch : trunk
Diffstat (limited to 'src/game/SpellEffects.cpp')
| -rw-r--r-- | src/game/SpellEffects.cpp | 3 |
1 files changed, 1 insertions, 2 deletions
diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index 66d1463299e..053130fed90 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -3483,8 +3483,7 @@ void Spell::EffectPickPocket(uint32 /*i*/) { // Reveal action + get attack m_caster->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TALK); - if (((Creature*)unitTarget)->IsAIEnabled) - ((Creature*)unitTarget)->AI()->AttackStart(m_caster); + m_caster->CombatStart(unitTarget); } } } |
