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/TotemAI.h | |
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/TotemAI.h')
-rw-r--r-- | src/game/TotemAI.h | 3 |
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; |