From 7b1560fccba77ecbdfecd7b33af740aea41b7087 Mon Sep 17 00:00:00 2001 From: treeston Date: Thu, 24 Mar 2016 16:12:53 +0100 Subject: Entities/Unit: Finally fix no-path evasion. - When a creature cannot find a path to its victim, it begins evading all attacks and regenerating health. - If this persists for 5 seconds, it evades back to spawn position with new EvadeReason value EVADE_REASON_NO_PATH. - Also some SmartAI cleanup (why oh why does it have so much duplicated code) and getting rid of #defines in favor of type-checked compile-time constants. --- src/server/game/AI/ScriptedAI/ScriptedCreature.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'src/server/game/AI/ScriptedAI') diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp index 6f04a852b61..6a25c849c82 100644 --- a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp +++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp @@ -190,15 +190,15 @@ SpellInfo const* ScriptedAI::SelectSpell(Unit* target, uint32 school, uint32 mec return NULL; //Using the extended script system we first create a list of viable spells - SpellInfo const* apSpell[CREATURE_MAX_SPELLS]; - memset(apSpell, 0, CREATURE_MAX_SPELLS * sizeof(SpellInfo*)); + SpellInfo const* apSpell[MAX_CREATURE_SPELLS]; + memset(apSpell, 0, MAX_CREATURE_SPELLS * sizeof(SpellInfo*)); uint32 spellCount = 0; SpellInfo const* tempSpell = NULL; //Check if each spell is viable(set it to null if not) - for (uint32 i = 0; i < CREATURE_MAX_SPELLS; i++) + for (uint32 i = 0; i < MAX_CREATURE_SPELLS; i++) { tempSpell = sSpellMgr->GetSpellInfo(me->m_spells[i]); -- cgit v1.2.3