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authorjackpoz <giacomopoz@gmail.com>2015-12-07 20:06:02 +0100
committerjackpoz <giacomopoz@gmail.com>2015-12-07 20:06:02 +0100
commit3267c90102068ed88c0bd7146ae747fe8ba44771 (patch)
tree9689330f246f04104e01de5c3a07191d32ef0682 /src/server/game/AI/SmartScripts
parentee12982008267184aea0616554cfafaa9227c60c (diff)
Core/Unit: Add Unit::KillSelf() overload
Add Unit::KillSelf() function as overload of Unit::Kill(this) . Use KillSelf() whenever the killer and the victim are the same to clearly state the Unit is going to kill itself.
Diffstat (limited to 'src/server/game/AI/SmartScripts')
-rw-r--r--src/server/game/AI/SmartScripts/SmartScript.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/server/game/AI/SmartScripts/SmartScript.cpp b/src/server/game/AI/SmartScripts/SmartScript.cpp
index a1703dfa78f..7ca4274bc40 100644
--- a/src/server/game/AI/SmartScripts/SmartScript.cpp
+++ b/src/server/game/AI/SmartScripts/SmartScript.cpp
@@ -979,7 +979,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
{
if (me && !me->isDead())
{
- me->Kill(me);
+ me->KillSelf();
TC_LOG_DEBUG("scripts.ai", "SmartScript::ProcessAction: SMART_ACTION_DIE: Creature %u", me->GetGUID().GetCounter());
}
break;
@@ -1249,7 +1249,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
if (!IsUnit(*itr))
continue;
- (*itr)->ToUnit()->Kill((*itr)->ToUnit());
+ (*itr)->ToUnit()->KillSelf();
}
delete targets;