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authorQAston <qaston@gmail.com>2012-02-03 18:46:05 +0100
committerQAston <qaston@gmail.com>2012-02-03 18:46:05 +0100
commitc7ea952a4795c959b1d1de02c2cb5e498d6391aa (patch)
tree29879c9b2f8409be48aed2fa163bc695188b15a0 /src/server/game/Entities/Creature
parent08be716ef8a53a239ca4b2dc1df37dc9c65e8892 (diff)
Core/Entities: Rename UNIT_FLAG_OOC_NOT_ATTACKABLE and UNIT_FLAG_PASSIVE to UNIT_FLAG_IMMUNE_TO_PC and UNIT_FLAG_IMMUNE_TO_NPC respectively. New names tell much more about what those flags do.
Diffstat (limited to 'src/server/game/Entities/Creature')
-rwxr-xr-xsrc/server/game/Entities/Creature/Creature.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp
index d29fb5bdad6..c338dbbdd78 100755
--- a/src/server/game/Entities/Creature/Creature.cpp
+++ b/src/server/game/Entities/Creature/Creature.cpp
@@ -1413,7 +1413,7 @@ bool Creature::canStartAttack(Unit const* who, bool force) const
if (isCivilian())
return false;
- if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PASSIVE))
+ if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC))
return false;
// Do not attack non-combat pets
@@ -1905,7 +1905,7 @@ bool Creature::CanAssistTo(const Unit* u, const Unit* enemy, bool checkfaction /
if (isCivilian())
return false;
- if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_PASSIVE))
+ if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_IMMUNE_TO_NPC))
return false;
// skip fighting creature