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-rw-r--r--src/game/AggressorAI.cpp2
-rw-r--r--src/game/GuardAI.cpp2
-rw-r--r--src/game/PetAI.cpp2
-rw-r--r--src/game/ReactorAI.cpp2
4 files changed, 4 insertions, 4 deletions
diff --git a/src/game/AggressorAI.cpp b/src/game/AggressorAI.cpp
index 0c639d33594..7b1c9d7ad46 100644
--- a/src/game/AggressorAI.cpp
+++ b/src/game/AggressorAI.cpp
@@ -124,7 +124,7 @@ AggressorAI::UpdateAI(const uint32 /*diff*/)
if( i_creature.isAttackReady() )
{
- if( i_creature.IsWithinDistInMap(i_creature.getVictim(), ATTACK_DISTANCE))
+ if( i_creature.IsWithinCombatDist(i_creature.getVictim(), ATTACK_DISTANCE))
{
i_creature.AttackerStateUpdate(i_creature.getVictim());
i_creature.resetAttackTimer();
diff --git a/src/game/GuardAI.cpp b/src/game/GuardAI.cpp
index 0537a614410..17d62efe44c 100644
--- a/src/game/GuardAI.cpp
+++ b/src/game/GuardAI.cpp
@@ -117,7 +117,7 @@ void GuardAI::UpdateAI(const uint32 /*diff*/)
if( i_creature.isAttackReady() )
{
- if( i_creature.IsWithinDistInMap(i_creature.getVictim(), ATTACK_DISTANCE))
+ if( i_creature.IsWithinCombatDist(i_creature.getVictim(), ATTACK_DISTANCE))
{
i_creature.AttackerStateUpdate(i_creature.getVictim());
i_creature.resetAttackTimer();
diff --git a/src/game/PetAI.cpp b/src/game/PetAI.cpp
index 91d42af2340..d8f7725687b 100644
--- a/src/game/PetAI.cpp
+++ b/src/game/PetAI.cpp
@@ -164,7 +164,7 @@ void PetAI::UpdateAI(const uint32 diff)
return;
}
// not required to be stopped case
- else if( i_pet.isAttackReady() && i_pet.canReachWithAttack(i_pet.getVictim()) )
+ else if( i_pet.isAttackReady() && i_pet.IsWithinCombatDist(i_pet.getVictim(), ATTACK_DISTANCE) )
{
i_pet.AttackerStateUpdate(i_pet.getVictim());
diff --git a/src/game/ReactorAI.cpp b/src/game/ReactorAI.cpp
index 9ce3d9ad55f..41e5fb51f10 100644
--- a/src/game/ReactorAI.cpp
+++ b/src/game/ReactorAI.cpp
@@ -76,7 +76,7 @@ ReactorAI::UpdateAI(const uint32 /*time_diff*/)
if( i_creature.isAttackReady() )
{
- if( i_creature.IsWithinDistInMap(i_creature.getVictim(), ATTACK_DISTANCE))
+ if( i_creature.IsWithinCombatDist(i_creature.getVictim(), ATTACK_DISTANCE))
{
i_creature.AttackerStateUpdate(i_creature.getVictim());
i_creature.resetAttackTimer();