diff options
Diffstat (limited to 'src')
| -rw-r--r-- | src/game/AggressorAI.cpp | 2 | ||||
| -rw-r--r-- | src/game/GuardAI.cpp | 2 | ||||
| -rw-r--r-- | src/game/PetAI.cpp | 2 | ||||
| -rw-r--r-- | src/game/ReactorAI.cpp | 2 |
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(); |
