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authorTreeston <treeston.mmoc@gmail.com>2018-08-23 14:33:28 +0200
committerShauren <shauren.trinity@gmail.com>2021-10-22 23:47:51 +0200
commite4e8c1c59c8b37216814526b4d2551f23934f465 (patch)
treea135fb3fc2adff0bded65f29d0e165b668a63c5c /src/server/game/Combat/ThreatManager.cpp
parent6a91fe3fbe28e3bf36ab6107b9c6cbb842f65262 (diff)
Core/AI: Clean up charm AI handling, we now have two unique_ptr instead of a crapton of booleans
(cherry picked from commit 042f5515e4f3e52b0d2e23d9b9e147041849ce12)
Diffstat (limited to 'src/server/game/Combat/ThreatManager.cpp')
-rw-r--r--src/server/game/Combat/ThreatManager.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/server/game/Combat/ThreatManager.cpp b/src/server/game/Combat/ThreatManager.cpp
index c2ff5571012..8ac3828b8cb 100644
--- a/src/server/game/Combat/ThreatManager.cpp
+++ b/src/server/game/Combat/ThreatManager.cpp
@@ -94,7 +94,7 @@ 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()))
@@ -278,7 +278,7 @@ 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());
}
@@ -382,8 +382,8 @@ 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);
}
}