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Diffstat (limited to 'src/game/OutdoorPvPObjectiveAI.cpp')
-rw-r--r--src/game/OutdoorPvPObjectiveAI.cpp32
1 files changed, 0 insertions, 32 deletions
diff --git a/src/game/OutdoorPvPObjectiveAI.cpp b/src/game/OutdoorPvPObjectiveAI.cpp
index 35247d81210..0fe57fcaa87 100644
--- a/src/game/OutdoorPvPObjectiveAI.cpp
+++ b/src/game/OutdoorPvPObjectiveAI.cpp
@@ -15,35 +15,3 @@
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
-
-#include "OutdoorPvPObjectiveAI.h"
-#include "Creature.h"
-#include "Player.h"
-#include "Unit.h"
-#include "OutdoorPvPMgr.h"
-#include "OutdoorPvPImpl.h"
-#include "World.h"
-
-#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) : NullCreatureAI(c)
-{
- 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) && me->IsWithinDistInMap(u, MAX_OUTDOOR_PVP_DISTANCE))
- sOutdoorPvPMgr.HandleCaptureCreaturePlayerMoveInLos(((Player*)u), me);
-}
-
-int OutdoorPvPObjectiveAI::Permissible(const Creature * c)
-{
- // only assigned through AI name, never by permissibility check
- return PERMIT_BASE_NO;
-}
-
-