aboutsummaryrefslogtreecommitdiff
path: root/src/server/game/AI/ScriptedAI
diff options
context:
space:
mode:
authortreeston <treeston.mmoc@gmail.com>2016-09-09 16:21:27 +0200
committerjoschiwald <joschiwald.trinity@gmail.com>2017-02-26 15:30:15 +0100
commite941d7e04b41e9f7236db6981b7ddb1d071453ea (patch)
tree6c8f40a24a5e993646f9abc11035a7e2f50c0d65 /src/server/game/AI/ScriptedAI
parent9c36dd7e947d483767b545b79e586c95e29e4305 (diff)
Creature/Scripting: Move CreatureAI::CanRespawn to CreatureScript::CanSpawn. Now also applies to initial spawn. Dynamic spawning prep.
(cherry picked from commit b3d44d6c366c7e4f12a6ce30ee5cf6b9bff68a06) Game/Scripting: Follow-up to b3d44d6. Fix script selection for creatures on difficulty > 0. (cherry picked from commit 91c2b3162d350ab1a09053574ad67f45f089175b) Build fix. (cherry picked from commit a9f1151f2ca56394e315d0b07741c240ef59c2ff) Fine, this time I actually built it. Promise. (cherry picked from commit 0c2c88ed5025d9b51b6cbdf0603ceaf1ea54c80a)
Diffstat (limited to 'src/server/game/AI/ScriptedAI')
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedCreature.cpp8
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedCreature.h1
2 files changed, 0 insertions, 9 deletions
diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
index 6503c703c58..f4dbb0e128a 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
@@ -496,14 +496,6 @@ void BossAI::_EnterCombat()
ScheduleTasks();
}
-bool BossAI::CanRespawn()
-{
- if (instance && instance->GetBossState(_bossId) == DONE)
- return false;
-
- return true;
-}
-
void BossAI::TeleportCheaters()
{
float x, y, z;
diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.h b/src/server/game/AI/ScriptedAI/ScriptedCreature.h
index 8eee577b097..7639f45ead8 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedCreature.h
+++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.h
@@ -358,7 +358,6 @@ class TC_GAME_API BossAI : public ScriptedAI
void JustReachedHome() override { _JustReachedHome(); }
bool CanAIAttack(Unit const* target) const override { return CheckBoundary(target); }
- bool CanRespawn() override;
protected:
void _Reset();