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path: root/src/game/OutdoorPvPObjectiveAI.cpp
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Diffstat (limited to 'src/game/OutdoorPvPObjectiveAI.cpp')
-rw-r--r--src/game/OutdoorPvPObjectiveAI.cpp29
1 files changed, 5 insertions, 24 deletions
diff --git a/src/game/OutdoorPvPObjectiveAI.cpp b/src/game/OutdoorPvPObjectiveAI.cpp
index a99afbfbe5a..aa7778ef105 100644
--- a/src/game/OutdoorPvPObjectiveAI.cpp
+++ b/src/game/OutdoorPvPObjectiveAI.cpp
@@ -25,18 +25,18 @@
#define MAX_OUTDOOR_PVP_DISTANCE 200 // the max value in capture point type go data0 is 100 currently, so use twice that much to handle leaving as well
-OutdoorPvPObjectiveAI::OutdoorPvPObjectiveAI(Creature *c) : i_creature(*c)
+OutdoorPvPObjectiveAI::OutdoorPvPObjectiveAI(Creature *c) : NullCreatureAI(c)
{
- sLog.outDebug("OutdoorPvP objective AI assigned to creature guid %u", i_creature.GetGUIDLow());
- i_creature.SetReactState(REACT_AGGRESSIVE);
+ sLog.outDebug("OutdoorPvP objective AI assigned to creature guid %u", me->GetGUIDLow());
+ me->SetReactState(REACT_AGGRESSIVE);
}
void OutdoorPvPObjectiveAI::MoveInLineOfSight(Unit *u)
{
// IsVisible only passes for players in range, so no need to check again
// leaving/entering distance will be checked based on go range data
- if((u->GetTypeId() == TYPEID_PLAYER) && i_creature.IsWithinDistInMap(u, MAX_OUTDOOR_PVP_DISTANCE))
- sOutdoorPvPMgr.HandleCaptureCreaturePlayerMoveInLos(((Player*)u),&i_creature);
+ if((u->GetTypeId() == TYPEID_PLAYER) && me->IsWithinDistInMap(u, MAX_OUTDOOR_PVP_DISTANCE))
+ sOutdoorPvPMgr.HandleCaptureCreaturePlayerMoveInLos(((Player*)u), me);
}
int OutdoorPvPObjectiveAI::Permissible(const Creature * c)
@@ -45,22 +45,3 @@ int OutdoorPvPObjectiveAI::Permissible(const Creature * c)
return PERMIT_BASE_NO;
}
-bool OutdoorPvPObjectiveAI::IsVisible(Unit *pl) const
-{
- return (pl->GetTypeId() == TYPEID_PLAYER) && (i_creature.GetDistance(pl) < MAX_OUTDOOR_PVP_DISTANCE);
-}
-
-void OutdoorPvPObjectiveAI::AttackStart(Unit *)
-{
- //EnterEvadeMode();
-}
-
-void OutdoorPvPObjectiveAI::EnterEvadeMode()
-{
-// i_creature.DeleteThreatList();
-// i_creature.CombatStop();
-}
-
-void OutdoorPvPObjectiveAI::UpdateAI(const uint32 diff)
-{
-}