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authortreeston <treeston.mmoc@gmail.com>2016-08-05 12:41:56 +0200
committertreeston <treeston.mmoc@gmail.com>2016-08-05 12:41:56 +0200
commit152b3ad5b997f4be06c5bb55ddb15c57a8e28c3b (patch)
tree1d527a299493e8ea44d76de5cf1fa82063ef56ad /src/server/game/AI/ScriptedAI
parent2c0c129a8f7dc8147c393438b06f7d76d0efdfe3 (diff)
Scripts/SmartAI: Some clean-up work:
- NULL -> nullptr - Rename "AssistPlayerInCombat(who)" to "AssistPlayerInCombatAgainst(who)" to reflect what the method actually does - Code style No functionality was changed.
Diffstat (limited to 'src/server/game/AI/ScriptedAI')
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp4
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedEscortAI.h2
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp4
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedFollowerAI.h2
4 files changed, 6 insertions, 6 deletions
diff --git a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
index 1b8b472b805..3a4bd913e3a 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
@@ -66,7 +66,7 @@ void npc_escortAI::AttackStart(Unit* who)
}
//see followerAI
-bool npc_escortAI::AssistPlayerInCombat(Unit* who)
+bool npc_escortAI::AssistPlayerInCombatAgainst(Unit* who)
{
if (!who || !who->GetVictim())
return false;
@@ -107,7 +107,7 @@ void npc_escortAI::MoveInLineOfSight(Unit* who)
{
if (me->HasReactState(REACT_AGGRESSIVE) && !me->HasUnitState(UNIT_STATE_STUNNED) && who->isTargetableForAttack() && who->isInAccessiblePlaceFor(me))
{
- if (HasEscortState(STATE_ESCORT_ESCORTING) && AssistPlayerInCombat(who))
+ if (HasEscortState(STATE_ESCORT_ESCORTING) && AssistPlayerInCombatAgainst(who))
return;
if (!me->CanFly() && me->GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE)
diff --git a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.h b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.h
index 37a1464d812..32dfd87432b 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.h
+++ b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.h
@@ -109,7 +109,7 @@ struct TC_GAME_API npc_escortAI : public ScriptedAI
Player* GetPlayerForEscort() { return ObjectAccessor::GetPlayer(*me, m_uiPlayerGUID); }
private:
- bool AssistPlayerInCombat(Unit* who);
+ bool AssistPlayerInCombatAgainst(Unit* who);
bool IsPlayerOrGroupInRange();
void FillPointMovementListForCreature();
diff --git a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
index bd07e688fb0..24de7344f99 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
@@ -63,7 +63,7 @@ void FollowerAI::AttackStart(Unit* who)
//This part provides assistance to a player that are attacked by who, even if out of normal aggro range
//It will cause me to attack who that are attacking _any_ player (which has been confirmed may happen also on offi)
//The flag (type_flag) is unconfirmed, but used here for further research and is a good candidate.
-bool FollowerAI::AssistPlayerInCombat(Unit* who)
+bool FollowerAI::AssistPlayerInCombatAgainst(Unit* who)
{
if (!who || !who->GetVictim())
return false;
@@ -104,7 +104,7 @@ void FollowerAI::MoveInLineOfSight(Unit* who)
{
if (me->HasReactState(REACT_AGGRESSIVE) && !me->HasUnitState(UNIT_STATE_STUNNED) && who->isTargetableForAttack() && who->isInAccessiblePlaceFor(me))
{
- if (HasFollowState(STATE_FOLLOW_INPROGRESS) && AssistPlayerInCombat(who))
+ if (HasFollowState(STATE_FOLLOW_INPROGRESS) && AssistPlayerInCombatAgainst(who))
return;
if (!me->CanFly() && me->GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE)
diff --git a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.h b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.h
index e17fb7c8507..8c1a427acd8 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.h
+++ b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.h
@@ -69,7 +69,7 @@ class TC_GAME_API FollowerAI : public ScriptedAI
void AddFollowState(uint32 uiFollowState) { m_uiFollowState |= uiFollowState; }
void RemoveFollowState(uint32 uiFollowState) { m_uiFollowState &= ~uiFollowState; }
- bool AssistPlayerInCombat(Unit* who);
+ bool AssistPlayerInCombatAgainst(Unit* who);
ObjectGuid m_uiLeaderGUID;
uint32 m_uiUpdateFollowTimer;