aboutsummaryrefslogtreecommitdiff
path: root/src
diff options
context:
space:
mode:
Diffstat (limited to 'src')
-rw-r--r--src/game/AggressorAI.cpp1
-rw-r--r--src/game/ReactorAI.cpp59
-rw-r--r--src/game/ReactorAI.h7
3 files changed, 1 insertions, 66 deletions
diff --git a/src/game/AggressorAI.cpp b/src/game/AggressorAI.cpp
index 556b24da9ad..22ebe87cdc6 100644
--- a/src/game/AggressorAI.cpp
+++ b/src/game/AggressorAI.cpp
@@ -71,7 +71,6 @@ void SpellAI::EnterCombat(Unit *who)
else if(AISpellInfo[*i].condition == AICOND_COMBAT)
events.ScheduleEvent(*i, AISpellInfo[*i].cooldown + rand()%AISpellInfo[*i].cooldown);
}
- i_creature.ResetDamageByPlayers();
}
void SpellAI::UpdateAI(const uint32 diff)
diff --git a/src/game/ReactorAI.cpp b/src/game/ReactorAI.cpp
index 5c0d75052b0..35d0be3611f 100644
--- a/src/game/ReactorAI.cpp
+++ b/src/game/ReactorAI.cpp
@@ -41,12 +41,6 @@ ReactorAI::MoveInLineOfSight(Unit *)
{
}
-bool
-ReactorAI::IsVisible(Unit *) const
-{
- return false;
-}
-
void
ReactorAI::UpdateAI(const uint32 /*time_diff*/)
{
@@ -54,8 +48,6 @@ ReactorAI::UpdateAI(const uint32 /*time_diff*/)
if(!UpdateVictim())
return;
- i_victimGuid = m_creature->getVictim()->GetGUID();
-
if( m_creature->isAttackReady() )
{
if( m_creature->IsWithinMeleeRange(m_creature->getVictim()))
@@ -65,54 +57,3 @@ ReactorAI::UpdateAI(const uint32 /*time_diff*/)
}
}
}
-
-void
-ReactorAI::EnterEvadeMode()
-{
- if( !m_creature->isAlive() )
- {
- DEBUG_LOG("Creature stoped attacking cuz his dead [guid=%u]", m_creature->GetGUIDLow());
- m_creature->GetMotionMaster()->MovementExpired();
- m_creature->GetMotionMaster()->MoveIdle();
- i_victimGuid = 0;
- m_creature->CombatStop(true);
- m_creature->DeleteThreatList();
- return;
- }
-
- Unit* victim = ObjectAccessor::GetUnit(*m_creature, i_victimGuid );
-
- if( !victim )
- {
- DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", m_creature->GetGUIDLow());
- }
- else if( victim->HasStealthAura() )
- {
- DEBUG_LOG("Creature stopped attacking cuz his victim is stealth [guid=%u]", m_creature->GetGUIDLow());
- }
- else if( victim->isInFlight() )
- {
- DEBUG_LOG("Creature stopped attacking cuz his victim is fly away [guid=%u]", m_creature->GetGUIDLow());
- }
- else
- {
- DEBUG_LOG("Creature stopped attacking due to target %s [guid=%u]", victim->isAlive() ? "out run him" : "is dead", m_creature->GetGUIDLow());
- }
-
- m_creature->RemoveAllAuras();
- m_creature->DeleteThreatList();
- i_victimGuid = 0;
- m_creature->CombatStop(true);
- m_creature->SetLootRecipient(NULL);
- i_creature.ResetDamageByPlayers();
-
- if(!m_creature->GetCharmerOrOwner())
- {
- // Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
- if( m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE )
- m_creature->GetMotionMaster()->MoveTargetedHome();
- }
- else if (m_creature->GetOwner() && m_creature->GetOwner()->isAlive())
- m_creature->GetMotionMaster()->MoveFollow(m_creature->GetOwner(),PET_FOLLOW_DIST,PET_FOLLOW_ANGLE);
-}
-
diff --git a/src/game/ReactorAI.h b/src/game/ReactorAI.h
index baed6a8e6e1..c20c01154f5 100644
--- a/src/game/ReactorAI.h
+++ b/src/game/ReactorAI.h
@@ -29,17 +29,12 @@ class TRINITY_DLL_DECL ReactorAI : public CreatureAI
{
public:
- explicit ReactorAI(Creature *c) : CreatureAI(c), i_victimGuid(0) {}
+ explicit ReactorAI(Creature *c) : CreatureAI(c) {}
void MoveInLineOfSight(Unit *);
- void EnterEvadeMode();
- bool IsVisible(Unit *) const;
void UpdateAI(const uint32);
static int Permissible(const Creature *);
-
- private:
- uint64 i_victimGuid;
};
#endif