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-rw-r--r--src/server/game/AI/CreatureAI.cpp27
1 files changed, 14 insertions, 13 deletions
diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp
index 9bc5a397ea5..281795c0ed1 100644
--- a/src/server/game/AI/CreatureAI.cpp
+++ b/src/server/game/AI/CreatureAI.cpp
@@ -132,15 +132,22 @@ void CreatureAI::MoveInLineOfSight(Unit* who)
if (me->GetVictim())
return;
- if (me->GetCreatureType() == CREATURE_TYPE_NON_COMBAT_PET) // non-combat pets should just stand there and look good;)
- return;
-
if (me->HasReactState(REACT_AGGRESSIVE) && me->CanStartAttack(who, false))
AttackStart(who);
- //else if (who->GetVictim() && me->IsFriendlyTo(who)
- // && me->IsWithinDistInMap(who, sWorld->getIntConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS))
- // && me->CanStartAttack(who->GetVictim(), true)) /// @todo if we use true, it will not attack it when it arrives
- // me->GetMotionMaster()->MoveChase(who->GetVictim());
+}
+
+void CreatureAI::_OnOwnerCombatInteraction(Unit* target)
+{
+ if (!target || !me->IsAlive())
+ return;
+
+ if (!me->HasReactState(REACT_PASSIVE) && me->CanStartAttack(target, true))
+ {
+ if (me->IsInCombat())
+ me->AddThreat(target, 0.0f);
+ else
+ AttackStart(target);
+ }
}
// Distract creature, if player gets too close while stealthed/prowling
@@ -196,12 +203,6 @@ void CreatureAI::EnterEvadeMode(EvadeReason why)
me->GetVehicleKit()->Reset(true);
}
-/*void CreatureAI::AttackedBy(Unit* attacker)
-{
- if (!me->GetVictim())
- AttackStart(attacker);
-}*/
-
void CreatureAI::SetGazeOn(Unit* target)
{
if (me->IsValidAttackTarget(target))