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-rw-r--r--src/game/Unit.cpp46
1 files changed, 27 insertions, 19 deletions
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index d46d77f8703..35b45c2750e 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -261,8 +261,17 @@ Unit::~Unit()
if(m_uint32Values)
{
sLog.outDetail("Deconstruct Unit Entry = %u", GetEntry());
- if(m_scAuras.size())
+ /*for(int i = 0; i < TOTAL_AURAS; ++i)
+ {
+ if(m_modAuras[i].begin() != m_modAuras[i].end())
+ sLog.outError("Unit %u has mod auras during deconstruction", GetEntry());
+ }
+ if(m_scAuras.begin() != m_scAuras.end())
sLog.outError("Unit %u has sc auras during deconstruction", GetEntry());
+ if(m_interruptableAuras.begin() != m_interruptableAuras.end())
+ sLog.outError("Unit %u has interruptable auras during deconstruction", GetEntry());
+ if(m_ccAuras.begin() != m_ccAuras.end())
+ sLog.outError("Unit %u has cc auras during deconstruction", GetEntry());*/
}
}
@@ -10390,18 +10399,17 @@ void Unit::TauntFadeOut(Unit *taunter)
//======================================================================
-bool Unit::SelectHostilTarget()
+Unit* Creature::SelectHostilTarget()
{
//function provides main threat functionality
//next-victim-selection algorithm and evade mode are called
//threat list sorting etc.
- assert(GetTypeId()== TYPEID_UNIT);
Unit* target = NULL;
//This function only useful once AI has been initialized
- if (!((Creature*)this)->AI())
- return false;
+ if (!AI())
+ return NULL;
if(!m_ThreatManager.isThreatListEmpty())
{
@@ -10417,36 +10425,36 @@ bool Unit::SelectHostilTarget()
{
if(!hasUnitState(UNIT_STAT_STUNNED))
SetInFront(target);
- ((Creature*)this)->AI()->AttackStart(target);
- return true;
+ AI()->AttackStart(target);
+ return getVictim();
}
// no target but something prevent go to evade mode
if( !isInCombat() /*|| HasAuraType(SPELL_AURA_MOD_TAUNT)*/ )
- return false;
+ return NULL;
// last case when creature don't must go to evade mode:
// it in combat but attacker not make any damage and not enter to aggro radius to have record in threat list
// for example at owner command to pet attack some far away creature
// Note: creature not have targeted movement generator but have attacker in this case
- if( GetMotionMaster()->GetCurrentMovementGeneratorType() != TARGETED_MOTION_TYPE )
+ /*if( GetMotionMaster()->GetCurrentMovementGeneratorType() != TARGETED_MOTION_TYPE )
{
for(AttackerSet::const_iterator itr = m_attackers.begin(); itr != m_attackers.end(); ++itr)
{
if( (*itr)->IsInMap(this) && canAttack(*itr) && (*itr)->isInAccessiblePlaceFor((Creature*)this) )
return false;
}
- }
+ }*/
// search nearby enemy before enter evade mode
- if(((Creature*)this)->HasReactState(REACT_AGGRESSIVE))
+ if(HasReactState(REACT_AGGRESSIVE))
{
- if(Unit *target = ((Creature*)this)->SelectNearestTarget())
+ if(target = SelectNearestTarget())
{
- if(!((Creature*)this)->IsOutOfThreatArea(target))
+ if(!IsOutOfThreatArea(target))
{
- ((Creature*)this)->AI()->AttackStart(target);
- return true;
+ AI()->AttackStart(target);
+ return getVictim();
}
}
}
@@ -10457,16 +10465,16 @@ bool Unit::SelectHostilTarget()
for(Unit::AuraList::const_iterator itr = iAuras.begin(); itr != iAuras.end(); ++itr)
if((*itr)->IsPermanent())
{
- ((Creature*)this)->AI()->EnterEvadeMode();
+ AI()->EnterEvadeMode();
break;
}
- return false;
+ return NULL;
}
// enter in evade mode in other case
- ((Creature*)this)->AI()->EnterEvadeMode();
+ AI()->EnterEvadeMode();
- return false;
+ return NULL;
}
//======================================================================