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-rw-r--r--src/bindings/scripts/include/sc_creature.cpp19
-rw-r--r--src/bindings/scripts/include/sc_creature.h8
2 files changed, 2 insertions, 25 deletions
diff --git a/src/bindings/scripts/include/sc_creature.cpp b/src/bindings/scripts/include/sc_creature.cpp
index fdc0483c809..590ba7649ba 100644
--- a/src/bindings/scripts/include/sc_creature.cpp
+++ b/src/bindings/scripts/include/sc_creature.cpp
@@ -63,20 +63,6 @@ void SummonList::DespawnAll()
clear();
}
-bool ScriptedAI::IsVisible(Unit* who) const
-{
- if (!who)
- return false;
-
- return (m_creature->GetDistance(who) < VISIBLE_RANGE) && who->isVisibleForOrDetect(m_creature,true);
-}
-
-void ScriptedAI::MoveInLineOfSight(Unit *who)
-{
- if(!m_creature->getVictim() && m_creature->canStartAttack(who))
- AttackStart(who);
-}
-
void ScriptedAI::AttackStart(Unit* who, bool melee)
{
if (!who)
@@ -85,7 +71,6 @@ void ScriptedAI::AttackStart(Unit* who, bool melee)
if (m_creature->Attack(who, melee))
{
m_creature->AddThreat(who, 0.0f);
- m_creature->SetInCombatWith(who);
if (!InCombat)
{
@@ -108,7 +93,6 @@ void ScriptedAI::AttackStart(Unit* who)
if (m_creature->Attack(who, true))
{
m_creature->AddThreat(who, 0.0f);
- m_creature->SetInCombatWith(who);
if (!InCombat)
{
@@ -123,7 +107,7 @@ void ScriptedAI::AttackStart(Unit* who)
void ScriptedAI::UpdateAI(const uint32 diff)
{
//Check if we have a current target
- if (m_creature->isAlive() && m_creature->SelectHostilTarget() && m_creature->getVictim())
+ if (m_creature->isAlive() && UpdateVictim())
{
if (m_creature->isAttackReady() )
{
@@ -834,7 +818,6 @@ void Scripted_NoMovementAI::AttackStart(Unit* who)
if (m_creature->Attack(who, true))
{
m_creature->AddThreat(who, 0.0f);
- m_creature->SetInCombatWith(who);
if (!InCombat)
{
diff --git a/src/bindings/scripts/include/sc_creature.h b/src/bindings/scripts/include/sc_creature.h
index 6f60f8cf334..aadfdd3d19f 100644
--- a/src/bindings/scripts/include/sc_creature.h
+++ b/src/bindings/scripts/include/sc_creature.h
@@ -33,16 +33,13 @@ GameObject* FindGameObject(uint32 entry, float range, Unit* Finder);
struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI
{
- ScriptedAI(Creature* creature) : m_creature(creature), InCombat(false), IsFleeing(false) {}
+ ScriptedAI(Creature* creature) : CreatureAI(creature), m_creature(creature), InCombat(false), IsFleeing(false) {}
~ScriptedAI() {}
//*************
//CreatureAI Functions
//*************
- //Called if IsVisible(Unit *who) is true at each *who move
- void MoveInLineOfSight(Unit *);
-
//Called at each attack of m_creature by any victim
void AttackStart(Unit *);
void AttackStart(Unit *, bool melee);
@@ -53,9 +50,6 @@ struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI
// Called at any Damage from any attacker (before damage apply)
void DamageTaken(Unit *done_by, uint32 &damage) {}
- //Is unit visible for MoveInLineOfSight
- bool IsVisible(Unit *who) const;
-
//Called at World update tick
void UpdateAI(const uint32);