diff options
| author | Treeston <treeston.mmoc@gmail.com> | 2018-08-23 14:33:28 +0200 |
|---|---|---|
| committer | Treeston <treeston.mmoc@gmail.com> | 2018-08-23 16:34:42 +0200 |
| commit | 042f5515e4f3e52b0d2e23d9b9e147041849ce12 (patch) | |
| tree | e9bd421089edfd6098a96300393d086875f9a054 /src/server/game/Combat/ThreatManager.cpp | |
| parent | 0e4a49b0a4c86eb4a2d0d128e24bc8aaabb47e31 (diff) | |
Core/AI: Clean up charm AI handling, we now have two unique_ptr instead of a crapton of booleans
Diffstat (limited to 'src/server/game/Combat/ThreatManager.cpp')
| -rw-r--r-- | src/server/game/Combat/ThreatManager.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/server/game/Combat/ThreatManager.cpp b/src/server/game/Combat/ThreatManager.cpp index 0a28183b3fd..50e195088c1 100644 --- a/src/server/game/Combat/ThreatManager.cpp +++ b/src/server/game/Combat/ThreatManager.cpp @@ -96,7 +96,7 @@ ThreatReference::OnlineState ThreatReference::SelectOnlineState() return ONLINE_STATE_OFFLINE; if (!FlagsAllowFighting(_owner, _victim) || !FlagsAllowFighting(_victim, _owner)) return ONLINE_STATE_OFFLINE; - if (_owner->IsAIEnabled && !_owner->GetAI()->CanAIAttack(_victim)) + if (_owner->IsAIEnabled() && !_owner->GetAI()->CanAIAttack(_victim)) return ONLINE_STATE_OFFLINE; // next, check suppression (immunity to chosen melee attack school) if (_victim->IsImmunedToDamage(_owner->GetMeleeDamageSchoolMask())) @@ -280,7 +280,7 @@ void ThreatManager::UpdateOnlineStates(bool meThreateningOthers, bool othersThre static void SaveCreatureHomePositionIfNeed(Creature* c) { MovementGeneratorType const movetype = c->GetMotionMaster()->GetCurrentMovementGeneratorType(); - if (movetype == WAYPOINT_MOTION_TYPE || movetype == POINT_MOTION_TYPE || (c->IsAIEnabled && c->AI()->IsEscorted())) + if (movetype == WAYPOINT_MOTION_TYPE || movetype == POINT_MOTION_TYPE || (c->IsAIEnabled() && c->AI()->IsEscorted())) c->SetHomePosition(c->GetPosition()); } @@ -374,8 +374,8 @@ void ThreatManager::AddThreat(Unit* target, float amount, SpellInfo const* spell Creature* cOwner = _owner->ToCreature(); ASSERT(cOwner); // if we got here the owner can have a threat list, and must be a creature! SaveCreatureHomePositionIfNeed(cOwner); - if (cOwner->IsAIEnabled) - cOwner->AI()->JustEngagedWith(target); + if (CreatureAI* ownerAI = cOwner->AI()) + ownerAI->JustEngagedWith(target); } } |
