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-rw-r--r--src/bindings/scripts/include/sc_creature.cpp24
-rw-r--r--src/bindings/scripts/include/sc_creature.h3
2 files changed, 0 insertions, 27 deletions
diff --git a/src/bindings/scripts/include/sc_creature.cpp b/src/bindings/scripts/include/sc_creature.cpp
index 47bc01f183c..be37c66c740 100644
--- a/src/bindings/scripts/include/sc_creature.cpp
+++ b/src/bindings/scripts/include/sc_creature.cpp
@@ -169,30 +169,6 @@ void ScriptedAI::DoStartNoMovement(Unit* victim)
m_creature->StopMoving();
}
-
-void ScriptedAI::DoMeleeAttackIfReady()
-{
- //Make sure our attack is ready and we aren't currently casting before checking distance
- if (m_creature->isAttackReady() && !m_creature->hasUnitState(UNIT_STAT_CASTING))
- {
- //If we are within range melee the target
- if (m_creature->IsWithinMeleeRange(m_creature->getVictim()))
- {
- m_creature->AttackerStateUpdate(m_creature->getVictim());
- m_creature->resetAttackTimer();
- }
- }
- if (m_creature->haveOffhandWeapon() && m_creature->isAttackReady(OFF_ATTACK) && !m_creature->hasUnitState(UNIT_STAT_CASTING))
- {
- //If we are within range melee the target
- if (m_creature->IsWithinMeleeRange(m_creature->getVictim()))
- {
- m_creature->AttackerStateUpdate(m_creature->getVictim(), OFF_ATTACK);
- m_creature->resetAttackTimer(OFF_ATTACK);
- }
- }
-}
-
void ScriptedAI::DoStopAttack()
{
if (m_creature->getVictim() != NULL)
diff --git a/src/bindings/scripts/include/sc_creature.h b/src/bindings/scripts/include/sc_creature.h
index f9eb8c716d5..5e0e185a9dd 100644
--- a/src/bindings/scripts/include/sc_creature.h
+++ b/src/bindings/scripts/include/sc_creature.h
@@ -113,9 +113,6 @@ struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI
//Start no movement on victim
void DoStartNoMovement(Unit* victim);
- //Do melee swing of current victim if in rnage and ready and not casting
- void DoMeleeAttackIfReady();
-
//Stop attack of current victim
void DoStopAttack();