*Use react state instead of isaggressive. Allow civilian to fight back.

--HG--
branch : trunk
This commit is contained in:
megamage
2008-12-07 09:21:12 -06:00
parent f593c806cb
commit 087f735251
8 changed files with 22 additions and 18 deletions
+3 -3
View File
@@ -72,7 +72,7 @@ inline void PlayerCreatureRelocationWorker(Player* pl, Creature* c)
pl->UpdateVisibilityOf(c);
// Creature AI reaction
if(c->isAggressive() && !c->hasUnitState(UNIT_STAT_CHASE | UNIT_STAT_SEARCHING | UNIT_STAT_FLEEING))
if(c->HasReactState(REACT_AGGRESSIVE) && !c->hasUnitState(UNIT_STAT_CHASE | UNIT_STAT_SEARCHING | UNIT_STAT_FLEEING))
{
if( c->AI() && c->IsWithinSightDist(pl) /*c->AI()->IsVisible(pl)*/ && !c->IsInEvadeMode() )
c->AI()->MoveInLineOfSight(pl);
@@ -81,13 +81,13 @@ inline void PlayerCreatureRelocationWorker(Player* pl, Creature* c)
inline void CreatureCreatureRelocationWorker(Creature* c1, Creature* c2)
{
if(c1->isAggressive() && !c1->hasUnitState(UNIT_STAT_CHASE | UNIT_STAT_SEARCHING | UNIT_STAT_FLEEING))
if(c1->HasReactState(REACT_AGGRESSIVE) && !c1->hasUnitState(UNIT_STAT_CHASE | UNIT_STAT_SEARCHING | UNIT_STAT_FLEEING))
{
if( c1->AI() && c1->IsWithinSightDist(c2) /*c1->AI()->IsVisible(c2)*/ && !c1->IsInEvadeMode() )
c1->AI()->MoveInLineOfSight(c2);
}
if(c2->isAggressive() && !c2->hasUnitState(UNIT_STAT_CHASE | UNIT_STAT_SEARCHING | UNIT_STAT_FLEEING))
if(c2->HasReactState(REACT_AGGRESSIVE) && !c2->hasUnitState(UNIT_STAT_CHASE | UNIT_STAT_SEARCHING | UNIT_STAT_FLEEING))
{
if( c2->AI() && c1->IsWithinSightDist(c2) /*c2->AI()->IsVisible(c1)*/ && !c2->IsInEvadeMode() )
c2->AI()->MoveInLineOfSight(c1);