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authormik1893 <michele.roscelli@gmail.com>2015-07-15 18:43:19 +0200
committerDDuarte <dnpd.dd@gmail.com>2015-07-19 01:43:05 +0100
commitfa0e5289a87fea15fac2ab0c2ace26ee06288174 (patch)
tree911637b91b6eb8560c9df986c5480fcfb6039598 /src/server/game/AI/CreatureAI.h
parent0ea0e9ee01383d8a74357000e854dc0777669d6d (diff)
Merge pull request #14974 from pete318/stealth_work
Stealth changes (Player stealthed vs NPCs) - 3.3.5 (cherry picked from commit 90fcfb3f2d71e15d162cb52b915b53a11bc42212) Conflicts: src/server/game/Entities/Object/Object.h src/server/game/Entities/Unit/Unit.cpp
Diffstat (limited to 'src/server/game/AI/CreatureAI.h')
-rw-r--r--src/server/game/AI/CreatureAI.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/server/game/AI/CreatureAI.h b/src/server/game/AI/CreatureAI.h
index 2e862c37c0e..33616d076e7 100644
--- a/src/server/game/AI/CreatureAI.h
+++ b/src/server/game/AI/CreatureAI.h
@@ -89,6 +89,9 @@ class CreatureAI : public UnitAI
// Called if IsVisible(Unit* who) is true at each who move, reaction at visibility zone enter
void MoveInLineOfSight_Safe(Unit* who);
+ // Trigger Creature "Alert" state (creature can see stealthed unit)
+ void TriggerAlert(Unit const* who) const;
+
// Called in Creature::Update when deathstate = DEAD. Inherited classes may maniuplate the ability to respawn based on scripted events.
virtual bool CanRespawn() { return true; }