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-rwxr-xr-xsrc/server/game/AI/CoreAI/UnitAI.h8
-rwxr-xr-xsrc/server/game/AI/CreatureAI.h8
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*/) {}