diff options
| author | treeston <treeston.mmoc@gmail.com> | 2016-03-24 16:12:53 +0100 |
|---|---|---|
| committer | joschiwald <joschiwald.trinity@gmail.com> | 2017-01-07 21:33:28 +0100 |
| commit | 489027703e2d8cc0a974b68b6610e7b84d1d7899 (patch) | |
| tree | 4da77193b0dbe0211eaaabe8db32d7dea1c919bb /src/server/game/AI/ScriptedAI | |
| parent | f93730b160fbd5bf47e2abdbc86cec8780aab18e (diff) | |
Entities/Unit: Finally fix no-path evasion.
- When a creature cannot find a path to its victim, it begins evading all attacks and regenerating health.
- If this persists for 5 seconds, it evades back to spawn position with new EvadeReason value EVADE_REASON_NO_PATH.
- Also some SmartAI cleanup (why oh why does it have so much duplicated code) and getting rid of #defines in favor of type-checked compile-time constants.
(cherry picked from commit 7b1560fccba77ecbdfecd7b33af740aea41b7087)
Diffstat (limited to 'src/server/game/AI/ScriptedAI')
| -rw-r--r-- | src/server/game/AI/ScriptedAI/ScriptedCreature.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp index d8a4b54574f..4be8995d802 100644 --- a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp +++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp @@ -190,15 +190,15 @@ SpellInfo const* ScriptedAI::SelectSpell(Unit* target, uint32 school, uint32 mec return NULL; //Using the extended script system we first create a list of viable spells - SpellInfo const* apSpell[CREATURE_MAX_SPELLS]; - memset(apSpell, 0, CREATURE_MAX_SPELLS * sizeof(SpellInfo*)); + SpellInfo const* apSpell[MAX_CREATURE_SPELLS]; + memset(apSpell, 0, MAX_CREATURE_SPELLS * sizeof(SpellInfo*)); uint32 spellCount = 0; SpellInfo const* tempSpell = NULL; //Check if each spell is viable(set it to null if not) - for (uint32 i = 0; i < CREATURE_MAX_SPELLS; i++) + for (uint32 i = 0; i < MAX_CREATURE_SPELLS; i++) { tempSpell = sSpellMgr->GetSpellInfo(me->m_spells[i]); |
