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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.h
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.h')
-rw-r--r--src/game/TotemAI.h3
1 files changed, 0 insertions, 3 deletions
diff --git a/src/game/TotemAI.h b/src/game/TotemAI.h
index 0b8d0790703..003f5d5ca13 100644
--- a/src/game/TotemAI.h
+++ b/src/game/TotemAI.h
@@ -36,12 +36,9 @@ class TRINITY_DLL_DECL TotemAI : public CreatureAI
void MoveInLineOfSight(Unit *);
void AttackStart(Unit *);
void EnterEvadeMode();
- bool IsVisible(Unit *) const;
void UpdateAI(const uint32);
static int Permissible(const Creature *);
- protected:
- Totem& getTotem();
private:
uint64 i_victimGuid;