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authormegamage <none@none>2009-04-14 21:07:52 -0500
committermegamage <none@none>2009-04-14 21:07:52 -0500
commitceae9b8e0f48f3961884fa40be71915f3b8df851 (patch)
tree7c76e30e6cddf4624d4b5aae6714f47c5a473a0c /src/game/TotemAI.cpp
parent3a658002180e30de4e7037a14e2b4fc0788b5d40 (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/TotemAI.cpp')
-rw-r--r--src/game/TotemAI.cpp7
1 files changed, 0 insertions, 7 deletions
diff --git a/src/game/TotemAI.cpp b/src/game/TotemAI.cpp
index 0e98d857dff..4efced3bc3a 100644
--- a/src/game/TotemAI.cpp
+++ b/src/game/TotemAI.cpp
@@ -101,12 +101,6 @@ TotemAI::UpdateAI(const uint32 /*diff*/)
i_victimGuid = 0;
}
-bool
-TotemAI::IsVisible(Unit *) const
-{
- return false;
-}
-
void
TotemAI::AttackStart(Unit *)
{
@@ -120,4 +114,3 @@ TotemAI::AttackStart(Unit *)
((Player*)m_creature->GetOwner())->GetSession()->SendPacket(&data);
}
}
-