diff options
author | Trazom62 <none@none> | 2010-04-25 12:59:27 +0200 |
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committer | Trazom62 <none@none> | 2010-04-25 12:59:27 +0200 |
commit | eccf5bf547c9b1648a453695189877c212071c70 (patch) | |
tree | 547c424a86c42bfd61944bc2d12d97f4146cec04 /src/game/Unit.cpp | |
parent | b466819333eb551a64cdb02e9d8d25678fbb770e (diff) |
Refactor Creature::SelectNearestTarget(float dist)
This function is used in many scripts to find the nearest enemy within the given distance.
However, it had an implicit limit to the ATTACK_DISTANCE. so in many case the "dist" was in fact just ignored.
In other case, the ATTACK_DISTANCE is required. So 2 functions are necessary to avoid ambiguities.
The refactoring is the split of the function in 2: SelectNearestTarget and SelectNearestTargetInAttackDistance.
--HG--
branch : trunk
Diffstat (limited to 'src/game/Unit.cpp')
-rw-r--r-- | src/game/Unit.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index aa84fe3ed8b..3c9dc12a5ee 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -12200,7 +12200,7 @@ Unit* Creature::SelectVictim() // search nearby enemy before enter evade mode if (HasReactState(REACT_AGGRESSIVE)) { - target = SelectNearestTarget(); + target = SelectNearestTargetInAttackDistance(); if (target && _IsTargetAcceptable(target)) return target; } |