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-rw-r--r--src/bindings/scripts/include/sc_creature.cpp22
-rw-r--r--src/bindings/scripts/include/sc_creature.h8
2 files changed, 6 insertions, 24 deletions
diff --git a/src/bindings/scripts/include/sc_creature.cpp b/src/bindings/scripts/include/sc_creature.cpp
index 956a76790f8..4438f42564f 100644
--- a/src/bindings/scripts/include/sc_creature.cpp
+++ b/src/bindings/scripts/include/sc_creature.cpp
@@ -79,7 +79,7 @@ void SummonList::DespawnAll()
}
}
-ScriptedAI::ScriptedAI(Creature* creature) : CreatureAI(creature), m_creature(creature), IsFleeing(false), CombatMovement(true), m_uiEvadeCheckCooldown(2500)
+ScriptedAI::ScriptedAI(Creature* creature) : CreatureAI(creature), m_creature(creature), IsFleeing(false), m_bCombatMovement(true), m_uiEvadeCheckCooldown(2500)
{
HeroicMode = m_creature->GetMap()->IsHeroic();
}
@@ -572,9 +572,9 @@ void ScriptedAI::SetEquipmentSlots(bool bLoadDefault, int32 uiMainHand, int32 ui
m_creature->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 2, uint32(uiRanged));
}
-void ScriptedAI::SetCombatMovement(bool CombatMove)
+void ScriptedAI::SetCombatMovement(bool bCombatMove)
{
- CombatMovement = CombatMove;
+ m_bCombatMovement = bCombatMove;
}
// Hacklike storage used for misc creatures that are expected to evade of outside of a certain area.
@@ -623,22 +623,6 @@ bool ScriptedAI::EnterEvadeIfOutOfCombatArea(const uint32 uiDiff)
return true;
}
-/*void Scripted_NoMovementAI::MoveInLineOfSight(Unit *who)
-{
- if( !m_creature->getVictim() && m_creature->canAttack(who) && ( m_creature->IsHostileTo( who )) && who->isInAccessiblePlaceFor(m_creature) )
- {
- if (!m_creature->canFly() && !m_creature->IsWithinDist(who, CREATURE_Z_ATTACK_RANGE))
- return;
-
- float attackRadius = m_creature->GetAttackDistance(who);
- if( m_creature->IsWithinDistInMap(who, attackRadius) && m_creature->IsWithinLOSInMap(who) )
- {
- who->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
- AttackStart(who);
- }
- }
-}*/
-
void Scripted_NoMovementAI::AttackStart(Unit* who)
{
if (!who)
diff --git a/src/bindings/scripts/include/sc_creature.h b/src/bindings/scripts/include/sc_creature.h
index 13d721f01ab..cfce5c25bfa 100644
--- a/src/bindings/scripts/include/sc_creature.h
+++ b/src/bindings/scripts/include/sc_creature.h
@@ -190,14 +190,14 @@ struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI
void SetEquipmentSlots(bool bLoadDefault, int32 uiMainHand = EQUIP_NO_CHANGE, int32 uiOffHand = EQUIP_NO_CHANGE, int32 uiRanged = EQUIP_NO_CHANGE);
+ //Generally used to control if MoveChase() is to be used or not in AttackStart(). Some creatures does not chase victims
void SetCombatMovement(bool CombatMove);
+ bool IsCombatMovement() { return m_bCombatMovement; }
bool EnterEvadeIfOutOfCombatArea(const uint32 uiDiff);
- protected:
- bool CombatMovement;
-
private:
+ bool m_bCombatMovement;
uint32 m_uiEvadeCheckCooldown;
};
@@ -205,8 +205,6 @@ struct TRINITY_DLL_DECL Scripted_NoMovementAI : public ScriptedAI
{
Scripted_NoMovementAI(Creature* creature) : ScriptedAI(creature) {}
- //Called if IsVisible(Unit *who) is true at each *who move
- //void MoveInLineOfSight(Unit* who);
//Called at each attack of m_creature by any victim
void AttackStart(Unit* who);