diff options
Diffstat (limited to 'src/bindings/scripts/include')
| -rw-r--r-- | src/bindings/scripts/include/sc_creature.cpp | 22 | ||||
| -rw-r--r-- | src/bindings/scripts/include/sc_creature.h | 8 |
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); |
