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author | Treeston <treeston.mmoc@gmail.com> | 2017-07-01 20:18:02 +0200 |
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committer | Shauren <shauren.trinity@gmail.com> | 2020-08-13 22:46:44 +0200 |
commit | 8be23fcbbdf26e8169defd761e61765f301bebe0 (patch) | |
tree | 6309b79f7dd617a8ddc801624dbbd4ed7ac22174 /src/server/game/AI/CreatureAI.h | |
parent | 2c99678118798279372f17d4bb5f5a88ac95c413 (diff) |
[3.3.5] Combat/Threat rewrite - prep & refactor (#19966)
* Combat/Threat rewrite (PR #19930) prep work. Mostly refactors, and a compatibility layer on ThreatManager/HostileReference that allows scripts to be changed already.
(cherry picked from commit e2a1ccd118d129b96e09ff1a15ed0adb1d4a3897)
Diffstat (limited to 'src/server/game/AI/CreatureAI.h')
-rw-r--r-- | src/server/game/AI/CreatureAI.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/AI/CreatureAI.h b/src/server/game/AI/CreatureAI.h index 754e936862d..76eec1909d8 100644 --- a/src/server/game/AI/CreatureAI.h +++ b/src/server/game/AI/CreatureAI.h @@ -85,7 +85,7 @@ class TC_GAME_API CreatureAI : public UnitAI // Called for reaction at stopping attack at no attackers or targets virtual void EnterEvadeMode(EvadeReason why = EVADE_REASON_OTHER); - // Called for reaction at enter to combat if not in combat yet (enemy can be nullptr) + // Called for reaction when initially engaged virtual void EnterCombat(Unit* /*victim*/) { } // Called when the creature is killed |