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authormegamage <none@none>2009-06-19 17:34:24 -0500
committermegamage <none@none>2009-06-19 17:34:24 -0500
commit8adfaceadffbb66768ed5b0e3284c0ee46363a36 (patch)
treed094d7e7017e592f9aa22749334234f949302c99 /src
parent39d3b492fe78cf50c147ce0e017614be6b074741 (diff)
*Some cleanup of eventAI.
[8046] Use float for store AttackDistance as expected by using calls. Author: NoFantasy [8045] Cleanup expression. Author: VladimirMangos --HG-- branch : trunk
Diffstat (limited to 'src')
-rw-r--r--src/game/CreatureEventAI.cpp10
-rw-r--r--src/game/CreatureEventAI.h2
2 files changed, 6 insertions, 6 deletions
diff --git a/src/game/CreatureEventAI.cpp b/src/game/CreatureEventAI.cpp
index 8aa4cf38b49..0393c30e7d3 100644
--- a/src/game/CreatureEventAI.cpp
+++ b/src/game/CreatureEventAI.cpp
@@ -92,7 +92,7 @@ CreatureEventAI::CreatureEventAI(Creature *c ) : CreatureAI(c)
Phase = 0;
CombatMovementEnabled = true;
MeleeEnabled = true;
- AttackDistance = 0;
+ AttackDistance = 0.0f;
AttackAngle = 0.0f;
//Handle Spawned Events
@@ -482,8 +482,8 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
{
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
{
- AttackDistance = 0;
- AttackAngle = 0;
+ AttackDistance = 0.0f;
+ AttackAngle = 0.0f;
m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim(), AttackDistance, AttackAngle);
}
@@ -642,8 +642,8 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
target->RemoveAurasDueToSpell(action.remove_aura.spellId);
break;
case ACTION_T_RANGED_MOVEMENT:
- AttackDistance = action.ranged_movement.distance;
- AttackAngle = ((float)action.ranged_movement.angle/180)*M_PI;
+ AttackDistance = (float)action.ranged_movement.distance;
+ AttackAngle = action.ranged_movement.angle/180.0f*M_PI;
if (CombatMovementEnabled)
{
diff --git a/src/game/CreatureEventAI.h b/src/game/CreatureEventAI.h
index ccfd997d9f7..ad3827ef75d 100644
--- a/src/game/CreatureEventAI.h
+++ b/src/game/CreatureEventAI.h
@@ -611,7 +611,7 @@ class TRINITY_DLL_SPEC CreatureEventAI : public CreatureAI
uint8 Phase; //Current phase, max 32 phases
bool CombatMovementEnabled; //If we allow targeted movment gen (movement twoards top threat)
bool MeleeEnabled; //If we allow melee auto attack
- uint32 AttackDistance; //Distance to attack from
+ float AttackDistance; //Distance to attack from
float AttackAngle; //Angle of attack
};
#endif