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authorTreeston <treeston.mmoc@gmail.com>2018-03-08 18:41:46 +0100
committerTreeston <treeston.mmoc@gmail.com>2018-03-08 18:41:46 +0100
commitdf639d85e4e82add71432ea0a4cba91f238a30ba (patch)
tree6fffc85dae24ae1a71db094231a928c5da41609c /src/server/game/AI/ScriptedAI
parent5df0a020fa54cc658ec6ae8e5df1cecd2cf3d3dc (diff)
Core/CreatureAI: CheckBoundary -> IsInBoundary, better reflects what it does. Also moved to public so spellscript can use it.
Diffstat (limited to 'src/server/game/AI/ScriptedAI')
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedCreature.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
index d3aba9f9a04..414e86a3e1e 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
@@ -523,7 +523,7 @@ void BossAI::TeleportCheaters()
for (auto const& pair : me->GetCombatManager().GetPvECombatRefs())
{
Unit* target = pair.second->GetOther(me);
- if (target->IsControlledByPlayer() && !CheckBoundary(target))
+ if (target->IsControlledByPlayer() && !IsInBoundary(target))
target->NearTeleportTo(x, y, z, 0);
}
}
@@ -562,7 +562,7 @@ void BossAI::UpdateAI(uint32 diff)
bool BossAI::CanAIAttack(Unit const* target) const
{
- return CheckBoundary(target);
+ return IsInBoundary(target);
}
void BossAI::_DespawnAtEvade(Seconds delayToRespawn, Creature* who)