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-rw-r--r--src/server/game/AI/CreatureAI.h14
1 files changed, 2 insertions, 12 deletions
diff --git a/src/server/game/AI/CreatureAI.h b/src/server/game/AI/CreatureAI.h
index 041b27b6889..a6c03467ca2 100644
--- a/src/server/game/AI/CreatureAI.h
+++ b/src/server/game/AI/CreatureAI.h
@@ -67,16 +67,6 @@ class TC_GAME_API CreatureAI : public UnitAI
Creature* DoSummonFlyer(uint32 entry, WorldObject* obj, float flightZ, float radius = 5.0f, Milliseconds despawnTime = 30s, TempSummonType summonType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
public:
- // EnumUtils: DESCRIBE THIS (in CreatureAI::)
- enum EvadeReason
- {
- EVADE_REASON_NO_HOSTILES, // the creature's threat list is empty
- EVADE_REASON_BOUNDARY, // the creature has moved outside its evade boundary
- EVADE_REASON_NO_PATH, // the creature was unable to reach its target for over 5 seconds
- EVADE_REASON_SEQUENCE_BREAK, // this is a boss and the pre-requisite encounters for engaging it are not defeated yet
- EVADE_REASON_OTHER, // anything else
- };
-
explicit CreatureAI(Creature* creature, uint32 scriptId = {});
virtual ~CreatureAI();
@@ -97,7 +87,7 @@ class TC_GAME_API CreatureAI : public UnitAI
void TriggerAlert(Unit const* who) const;
// Called for reaction at stopping attack at no attackers or targets
- virtual void EnterEvadeMode(EvadeReason why = EVADE_REASON_OTHER);
+ virtual void EnterEvadeMode(EvadeReason why = EvadeReason::Other);
// Called for reaction whenever we start being in combat (overridden from base UnitAI)
void JustEnteredCombat(Unit* /*who*/) override;
@@ -250,7 +240,7 @@ class TC_GAME_API CreatureAI : public UnitAI
void EngagementOver();
virtual void MoveInLineOfSight(Unit* /*who*/);
- bool _EnterEvadeMode(EvadeReason why = EVADE_REASON_OTHER);
+ bool _EnterEvadeMode(EvadeReason why = EvadeReason::Other);
CreatureBoundary const* _boundary;
bool _negateBoundary;