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authorTrazom62 <none@none>2010-04-25 12:59:27 +0200
committerTrazom62 <none@none>2010-04-25 12:59:27 +0200
commiteccf5bf547c9b1648a453695189877c212071c70 (patch)
tree547c424a86c42bfd61944bc2d12d97f4146cec04 /src/game/UnitAI.cpp
parentb466819333eb551a64cdb02e9d8d25678fbb770e (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/UnitAI.cpp')
-rw-r--r--src/game/UnitAI.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/UnitAI.cpp b/src/game/UnitAI.cpp
index a8185453491..e70df50a56e 100644
--- a/src/game/UnitAI.cpp
+++ b/src/game/UnitAI.cpp
@@ -323,5 +323,5 @@ void SimpleCharmedAI::UpdateAI(const uint32 /*diff*/)
Unit *target = me->getVictim();
if (!target || !charmer->canAttack(target))
- AttackStart(charmer->SelectNearestTarget());
+ AttackStart(charmer->SelectNearestTargetInAttackDistance());
}