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-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedCreature.cpp4
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp2
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp14
3 files changed, 10 insertions, 10 deletions
diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
index 1b6fde6d132..bd6c901f99c 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
@@ -595,7 +595,7 @@ void BossAI::UpdateAI(uint32 const diff)
events.Update(diff);
- if (me->HasUnitState(UNIT_STAT_CASTING))
+ if (me->HasUnitState(UNIT_STATE_CASTING))
return;
while (uint32 eventId = events.ExecuteEvent())
@@ -654,7 +654,7 @@ void WorldBossAI::UpdateAI(uint32 const diff)
events.Update(diff);
- if (me->HasUnitState(UNIT_STAT_CASTING))
+ if (me->HasUnitState(UNIT_STATE_CASTING))
return;
while (uint32 eventId = events.ExecuteEvent())
diff --git a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
index c5f04d4ff5f..048cc8b3d68 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
@@ -90,7 +90,7 @@ bool npc_escortAI::AssistPlayerInCombat(Unit* who)
void npc_escortAI::MoveInLineOfSight(Unit* who)
{
- if (!me->HasUnitState(UNIT_STAT_STUNNED) && who->isTargetableForAttack() && who->isInAccessiblePlaceFor(me))
+ if (!me->HasUnitState(UNIT_STATE_STUNNED) && who->isTargetableForAttack() && who->isInAccessiblePlaceFor(me))
{
if (HasEscortState(STATE_ESCORT_ESCORTING) && AssistPlayerInCombat(who))
return;
diff --git a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
index 53747d0c799..d83ad9b756c 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
@@ -38,8 +38,8 @@ void FollowerAI::AttackStart(Unit* who)
me->SetInCombatWith(who);
who->SetInCombatWith(me);
- if (me->HasUnitState(UNIT_STAT_FOLLOW))
- me->ClearUnitState(UNIT_STAT_FOLLOW);
+ if (me->HasUnitState(UNIT_STATE_FOLLOW))
+ me->ClearUnitState(UNIT_STATE_FOLLOW);
if (IsCombatMovementAllowed())
me->GetMotionMaster()->MoveChase(who);
@@ -88,7 +88,7 @@ bool FollowerAI::AssistPlayerInCombat(Unit* who)
void FollowerAI::MoveInLineOfSight(Unit* who)
{
- if (!me->HasUnitState(UNIT_STAT_STUNNED) && who->isTargetableForAttack() && who->isInAccessiblePlaceFor(me))
+ if (!me->HasUnitState(UNIT_STATE_STUNNED) && who->isTargetableForAttack() && who->isInAccessiblePlaceFor(me))
{
if (HasFollowState(STATE_FOLLOW_INPROGRESS) && AssistPlayerInCombat(who))
return;
@@ -340,9 +340,9 @@ Player* FollowerAI::GetLeaderForFollower()
void FollowerAI::SetFollowComplete(bool bWithEndEvent)
{
- if (me->HasUnitState(UNIT_STAT_FOLLOW))
+ if (me->HasUnitState(UNIT_STATE_FOLLOW))
{
- me->ClearUnitState(UNIT_STAT_FOLLOW);
+ me->ClearUnitState(UNIT_STATE_FOLLOW);
me->StopMoving();
me->GetMotionMaster()->Clear();
@@ -369,9 +369,9 @@ void FollowerAI::SetFollowPaused(bool paused)
{
AddFollowState(STATE_FOLLOW_PAUSED);
- if (me->HasUnitState(UNIT_STAT_FOLLOW))
+ if (me->HasUnitState(UNIT_STATE_FOLLOW))
{
- me->ClearUnitState(UNIT_STAT_FOLLOW);
+ me->ClearUnitState(UNIT_STATE_FOLLOW);
me->StopMoving();
me->GetMotionMaster()->Clear();