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authorTreeston <treeston.mmoc@gmail.com>2017-07-01 20:18:02 +0200
committerShauren <shauren.trinity@gmail.com>2017-07-01 20:18:02 +0200
commite2a1ccd118d129b96e09ff1a15ed0adb1d4a3897 (patch)
treebbe6600c4066078bb7c64a117df457dce0d00b26 /src/server/game/AI/CreatureAI.h
parent5879eb2198fdb976b9fff136757bf8187adb6cf0 (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.
Diffstat (limited to 'src/server/game/AI/CreatureAI.h')
-rw-r--r--src/server/game/AI/CreatureAI.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/AI/CreatureAI.h b/src/server/game/AI/CreatureAI.h
index a787082bf9d..bd7a6efab22 100644
--- a/src/server/game/AI/CreatureAI.h
+++ b/src/server/game/AI/CreatureAI.h
@@ -110,7 +110,7 @@ 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