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authorTreeston <treeston.mmoc@gmail.com>2017-12-31 03:23:42 +0100
committerShauren <shauren.trinity@gmail.com>2021-04-16 20:22:13 +0200
commitbce43de7f3fba618c370f2aba327d23dd30d1cdd (patch)
tree85b786bfa8f5103aaafa0ec01e93b337c29d4a15 /src/server/game/Entities
parent8eb3c61f1aea5610cf68fb622f41850d2b934c51 (diff)
Core/AI: Some more refactoring prep for #19930. CreatureAI::EnterCombat is now called CreatureAI::JustEngagedWith. There's also two new methods on UnitAI, though they're never invoked right now.
(cherry picked from commit 6113b9dec2e0081c36c36c2974a28ed0693bc601)
Diffstat (limited to 'src/server/game/Entities')
-rw-r--r--src/server/game/Entities/Unit/Unit.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index 0121c59f71d..a1143318983 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -8144,7 +8144,7 @@ void Unit::SetInCombatState(bool PvP, Unit* enemy)
if (enemy)
{
if (IsAIEnabled)
- creature->AI()->EnterCombat(enemy);
+ creature->AI()->JustEngagedWith(enemy);
if (creature->GetFormation())
creature->GetFormation()->MemberEngagingTarget(creature, enemy);