diff options
| -rwxr-xr-x | src/server/game/AI/CoreAI/UnitAI.h | 8 | ||||
| -rwxr-xr-x | src/server/game/AI/CreatureAI.h | 8 |
2 files changed, 8 insertions, 8 deletions
diff --git a/src/server/game/AI/CoreAI/UnitAI.h b/src/server/game/AI/CoreAI/UnitAI.h index f261e8e9bd4..d839e51c258 100755 --- a/src/server/game/AI/CoreAI/UnitAI.h +++ b/src/server/game/AI/CoreAI/UnitAI.h @@ -66,6 +66,14 @@ class UnitAI Unit* SelectTarget(SelectAggroTarget targetType, uint32 position = 0, float dist = 0.0f, bool playerOnly = false, int32 aura = 0); void SelectTargetList(std::list<Unit*> &targetList, uint32 num, SelectAggroTarget targetType, float dist = 0.0f, bool playerOnly = false, int32 aura = 0); + // Called at any Damage to any victim (before damage apply) + virtual void DamageDealt(Unit* /*victim*/, uint32& /*damage*/, DamageEffectType /*damageType*/) { } + + // Called at any Damage from any attacker (before damage apply) + // Note: it for recalculation damage or special reaction at damage + // for attack reaction use AttackedBy called for not DOT damage in Unit::DealDamage also + virtual void DamageTaken(Unit* /*attacker*/, uint32& /*damage*/) {} + // Select the targets satifying the predicate. // predicate shall extend std::unary_function<Unit *, bool> template<class PREDICATE> Unit* SelectTarget(SelectAggroTarget targetType, uint32 position, PREDICATE predicate) diff --git a/src/server/game/AI/CreatureAI.h b/src/server/game/AI/CreatureAI.h index 90d8d0f6e05..0e26ad7f705 100755 --- a/src/server/game/AI/CreatureAI.h +++ b/src/server/game/AI/CreatureAI.h @@ -93,14 +93,6 @@ class CreatureAI : public UnitAI // Called for reaction at enter to combat if not in combat yet (enemy can be NULL) virtual void EnterCombat(Unit* /*enemy*/) {} - // Called at any Damage to any victim (before damage apply) - virtual void DamageDealt(Unit * /*done_to*/, uint32 & /*damage*/, DamageEffectType /*damagetype*/) { } - - // Called at any Damage from any attacker (before damage apply) - // Note: it for recalculation damage or special reaction at damage - // for attack reaction use AttackedBy called for not DOT damage in Unit::DealDamage also - virtual void DamageTaken(Unit * /*done_by*/, uint32 & /*damage*/) {} - // Called when the creature receives heal virtual void HealReceived(Unit* /*done_by*/, uint32& /*addhealth*/) {} |
