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authortreeston <treeston.mmoc@gmail.com>2016-03-24 16:12:53 +0100
committertreeston <treeston.mmoc@gmail.com>2016-04-10 19:49:40 +0200
commit7b1560fccba77ecbdfecd7b33af740aea41b7087 (patch)
tree19e4783dba7cde9f6f936f3e4d78ab3a191132c2 /src/server/game/AI/ScriptedAI
parent6ca400b35eb44ed1392fdab093f521ee4787a63b (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.
Diffstat (limited to 'src/server/game/AI/ScriptedAI')
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedCreature.cpp6
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 6f04a852b61..6a25c849c82 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]);