*Assign possessed AI and pet AI to charmed creatures.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-03-12 14:15:44 -06:00
parent ab6e9bd7b4
commit 1fbfc6da64
15 changed files with 118 additions and 259 deletions
@@ -169,30 +169,6 @@ void ScriptedAI::DoStartNoMovement(Unit* victim)
m_creature->StopMoving(); m_creature->StopMoving();
} }
void ScriptedAI::DoMeleeAttackIfReady()
{
//Make sure our attack is ready and we aren't currently casting before checking distance
if (m_creature->isAttackReady() && !m_creature->hasUnitState(UNIT_STAT_CASTING))
{
//If we are within range melee the target
if (m_creature->IsWithinMeleeRange(m_creature->getVictim()))
{
m_creature->AttackerStateUpdate(m_creature->getVictim());
m_creature->resetAttackTimer();
}
}
if (m_creature->haveOffhandWeapon() && m_creature->isAttackReady(OFF_ATTACK) && !m_creature->hasUnitState(UNIT_STAT_CASTING))
{
//If we are within range melee the target
if (m_creature->IsWithinMeleeRange(m_creature->getVictim()))
{
m_creature->AttackerStateUpdate(m_creature->getVictim(), OFF_ATTACK);
m_creature->resetAttackTimer(OFF_ATTACK);
}
}
}
void ScriptedAI::DoStopAttack() void ScriptedAI::DoStopAttack()
{ {
if (m_creature->getVictim() != NULL) if (m_creature->getVictim() != NULL)
@@ -113,9 +113,6 @@ struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI
//Start no movement on victim //Start no movement on victim
void DoStartNoMovement(Unit* victim); void DoStartNoMovement(Unit* victim);
//Do melee swing of current victim if in rnage and ready and not casting
void DoMeleeAttackIfReady();
//Stop attack of current victim //Stop attack of current victim
void DoStopAttack(); void DoStopAttack();
+7 -7
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@@ -46,7 +46,6 @@
#include "CellImpl.h" #include "CellImpl.h"
#include "OutdoorPvPMgr.h" #include "OutdoorPvPMgr.h"
#include "GameEvent.h" #include "GameEvent.h"
#include "PossessedAI.h"
#include "CreatureGroups.h" #include "CreatureGroups.h"
// apply implementation of the singletons // apply implementation of the singletons
#include "Policies/SingletonImp.h" #include "Policies/SingletonImp.h"
@@ -141,7 +140,7 @@ bool AssistDelayEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
} }
Creature::Creature() : Creature::Creature() :
Unit(), i_AI(NULL), Unit(),
lootForPickPocketed(false), lootForBody(false), m_groupLootTimer(0), lootingGroupLeaderGUID(0), lootForPickPocketed(false), lootForBody(false), m_groupLootTimer(0), lootingGroupLeaderGUID(0),
m_lootMoney(0), m_lootRecipient(0), m_lootMoney(0), m_lootRecipient(0),
m_deathTimer(0), m_respawnTime(0), m_respawnDelay(25), m_corpseDelay(60), m_respawnradius(0.0f), m_deathTimer(0), m_respawnTime(0), m_respawnDelay(25), m_corpseDelay(60), m_respawnradius(0.0f),
@@ -424,7 +423,7 @@ void Creature::Update(uint32 diff)
setDeathState( JUST_ALIVED ); setDeathState( JUST_ALIVED );
//Call AI respawn virtual function //Call AI respawn virtual function
i_AI->JustRespawned(); AI()->JustRespawned();
GetMap()->Add(this); GetMap()->Add(this);
} }
@@ -484,6 +483,9 @@ void Creature::Update(uint32 diff)
if(!isAlive()) if(!isAlive())
break; break;
// if creature is charmed, switch to charmed AI
UpdateCharmAI();
if(!IsInEvadeMode() && IsAIEnabled) if(!IsInEvadeMode() && IsAIEnabled)
{ {
// do not allow the AI to be changed during update // do not allow the AI to be changed during update
@@ -596,11 +598,9 @@ bool Creature::AIM_Initialize(CreatureAI* ai)
return false; return false;
} }
CreatureAI * oldAI = i_AI; if(i_AI) delete i_AI;
i_motionMaster.Initialize();
i_AI = ai ? ai : FactorySelector::selectAI(this); i_AI = ai ? ai : FactorySelector::selectAI(this);
if (oldAI) i_motionMaster.Initialize();
delete oldAI;
IsAIEnabled = true; IsAIEnabled = true;
return true; return true;
} }
+1 -3
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@@ -401,8 +401,6 @@ typedef std::map<uint32,time_t> CreatureSpellCooldowns;
class TRINITY_DLL_SPEC Creature : public Unit class TRINITY_DLL_SPEC Creature : public Unit
{ {
CreatureAI *i_AI;
public: public:
explicit Creature(); explicit Creature();
@@ -468,7 +466,7 @@ class TRINITY_DLL_SPEC Creature : public Unit
bool AIM_Initialize(CreatureAI* ai = NULL); bool AIM_Initialize(CreatureAI* ai = NULL);
void AI_SendMoveToPacket(float x, float y, float z, uint32 time, uint32 MovementFlags, uint8 type); void AI_SendMoveToPacket(float x, float y, float z, uint32 time, uint32 MovementFlags, uint8 type);
CreatureAI* AI() { return i_AI; } CreatureAI* AI() { return (CreatureAI*)i_AI; }
uint32 GetShieldBlockValue() const //dunno mob block value uint32 GetShieldBlockValue() const //dunno mob block value
{ {
+24 -1
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@@ -36,11 +36,34 @@ void UnitAI::AttackStart(Unit *victim)
} }
} }
void UnitAI::DoMeleeAttackIfReady()
{
//Make sure our attack is ready and we aren't currently casting before checking distance
if (me->isAttackReady() && !me->hasUnitState(UNIT_STAT_CASTING))
{
//If we are within range melee the target
if (me->IsWithinMeleeRange(me->getVictim()))
{
me->AttackerStateUpdate(me->getVictim());
me->resetAttackTimer();
}
}
if (me->haveOffhandWeapon() && me->isAttackReady(OFF_ATTACK) && !me->hasUnitState(UNIT_STAT_CASTING))
{
//If we are within range melee the target
if (me->IsWithinMeleeRange(me->getVictim()))
{
me->AttackerStateUpdate(me->getVictim(), OFF_ATTACK);
me->resetAttackTimer(OFF_ATTACK);
}
}
}
//Enable PlayerAI when charmed //Enable PlayerAI when charmed
void PlayerAI::OnCharmed(bool apply) { me->IsAIEnabled = apply; } void PlayerAI::OnCharmed(bool apply) { me->IsAIEnabled = apply; }
//Disable CreatureAI when charmed //Disable CreatureAI when charmed
void CreatureAI::OnCharmed(bool apply) { me->IsAIEnabled = !apply; } void CreatureAI::OnCharmed(bool apply) { /*me->IsAIEnabled = !apply;*/ }
void CreatureAI::MoveInLineOfSight(Unit *who) void CreatureAI::MoveInLineOfSight(Unit *who)
{ {
+3
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@@ -81,6 +81,9 @@ class TRINITY_DLL_SPEC UnitAI
// Called when unit is charmed // Called when unit is charmed
virtual void OnCharmed(bool apply) = 0; virtual void OnCharmed(bool apply) = 0;
//Do melee swing of current victim if in rnage and ready and not casting
void DoMeleeAttackIfReady();
}; };
class TRINITY_DLL_SPEC PlayerAI : public UnitAI class TRINITY_DLL_SPEC PlayerAI : public UnitAI
+24 -1
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@@ -27,6 +27,30 @@ void PassiveAI::UpdateAI(const uint32)
EnterEvadeMode(); EnterEvadeMode();
} }
void PossessedAI::UpdateAI(const uint32 diff)
{
if(me->getVictim())
{
if(!me->canAttack(me->getVictim()))
me->AttackStop();
else
DoMeleeAttackIfReady();
}
}
void PossessedAI::JustDied(Unit *u)
{
// We died while possessed, disable our loot
me->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
}
void PossessedAI::KilledUnit(Unit* victim)
{
// We killed a creature, disable victim's loot
if (victim->GetTypeId() == TYPEID_UNIT)
victim->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
}
void CritterAI::DamageTaken(Unit *done_by, uint32 &) void CritterAI::DamageTaken(Unit *done_by, uint32 &)
{ {
if(!me->hasUnitState(UNIT_STAT_FLEEING)) if(!me->hasUnitState(UNIT_STAT_FLEEING))
@@ -39,4 +63,3 @@ void CritterAI::EnterEvadeMode()
me->SetControlled(false, UNIT_STAT_FLEEING); me->SetControlled(false, UNIT_STAT_FLEEING);
CreatureAI::EnterEvadeMode(); CreatureAI::EnterEvadeMode();
} }
+12
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@@ -36,6 +36,18 @@ class TRINITY_DLL_DECL PassiveAI : public CreatureAI
static int Permissible(const Creature *) { return PERMIT_BASE_IDLE; } static int Permissible(const Creature *) { return PERMIT_BASE_IDLE; }
}; };
class TRINITY_DLL_DECL PossessedAI : public PassiveAI
{
public:
PossessedAI(Creature *c) : PassiveAI(c) {}
void UpdateAI(const uint32);
void EnterEvadeMode() {}
void JustDied(Unit*);
void KilledUnit(Unit* victim);
};
class TRINITY_DLL_DECL NullCreatureAI : public PassiveAI class TRINITY_DLL_DECL NullCreatureAI : public PassiveAI
{ {
public: public:
+8 -85
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@@ -44,44 +44,6 @@ PetAI::PetAI(Creature *c) : CreatureAI(c), i_pet(*c), i_tracker(TIME_INTERVAL_LO
UpdateAllies(); UpdateAllies();
} }
void PetAI::MoveInLineOfSight(Unit *u)
{
if( !i_pet.getVictim() && i_pet.GetCharmInfo() &&
i_pet.IsHostileTo( u ) && i_pet.canAttack(u) &&
u->isInAccessiblePlaceFor(&i_pet))
{
float attackRadius = i_pet.GetAttackDistance(u);
if(i_pet.IsWithinDistInMap(u, attackRadius) && i_pet.GetDistanceZ(u) <= CREATURE_Z_ATTACK_RANGE)
{
if(i_pet.IsWithinLOSInMap(u))
{
AttackStart(u);
//u->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
}
}
}
}
void PetAI::AttackStart(Unit *u)
{
if( !u || (i_pet.isPet() && ((Pet&)i_pet).getPetType() == MINI_PET) )
return;
if (inCombat && i_pet.getVictim() && u != i_pet.getVictim())
i_pet.AttackStop();
if(i_pet.Attack(u,true))
{
i_pet.clearUnitState(UNIT_STAT_FOLLOW);
// TMGs call CreatureRelocation which via MoveInLineOfSight can call this function
// thus with the following clear the original TMG gets invalidated and crash, doh
// hope it doesn't start to leak memory without this :-/
//i_pet->Clear();
i_pet.GetMotionMaster()->MoveChase(u);
inCombat = true;
}
}
void PetAI::EnterEvadeMode() void PetAI::EnterEvadeMode()
{ {
} }
@@ -138,11 +100,8 @@ void PetAI::UpdateAI(const uint32 diff)
else else
m_updateAlliesTimer -= diff; m_updateAlliesTimer -= diff;
if (inCombat && i_pet.getVictim() == NULL)
_stopAttack();
// i_pet.getVictim() can't be used for check in case stop fighting, i_pet.getVictim() clear at Unit death etc. // i_pet.getVictim() can't be used for check in case stop fighting, i_pet.getVictim() clear at Unit death etc.
if( i_pet.getVictim() != NULL ) if( i_pet.getVictim() )
{ {
if( _needToStop() ) if( _needToStop() )
{ {
@@ -150,50 +109,23 @@ void PetAI::UpdateAI(const uint32 diff)
_stopAttack(); _stopAttack();
return; return;
} }
else if( i_pet.IsStopped() || i_pet.IsWithinMeleeRange(i_pet.getVictim()))
{ DoMeleeAttackIfReady();
// required to be stopped cases }
if ( i_pet.IsStopped() && i_pet.IsNonMeleeSpellCasted(false) )
{
if( i_pet.hasUnitState(UNIT_STAT_FOLLOW) )
i_pet.InterruptNonMeleeSpells(false);
else else
return;
}
// not required to be stopped case
else if( i_pet.isAttackReady() && i_pet.IsWithinMeleeRange(i_pet.getVictim()) )
{ {
i_pet.AttackerStateUpdate(i_pet.getVictim()); if(me->isInCombat())
i_pet.resetAttackTimer();
if ( !i_pet.getVictim() )
return;
//if pet misses its target, it will also be the first in threat list
i_pet.getVictim()->AddThreat(&i_pet,0.0f);
if( _needToStop() )
_stopAttack(); _stopAttack();
} else if(owner && i_pet.GetCharmInfo()) //no victim
}
}
else if(owner && i_pet.GetCharmInfo())
{ {
if(owner->isInCombat() && !(i_pet.HasReactState(REACT_PASSIVE) || i_pet.GetCharmInfo()->HasCommandState(COMMAND_STAY))) if(owner->isInCombat() && !(i_pet.HasReactState(REACT_PASSIVE) || i_pet.GetCharmInfo()->HasCommandState(COMMAND_STAY)))
{
AttackStart(owner->getAttackerForHelper()); AttackStart(owner->getAttackerForHelper());
} else if(i_pet.GetCharmInfo()->HasCommandState(COMMAND_FOLLOW) && !i_pet.hasUnitState(UNIT_STAT_FOLLOW))
else if(i_pet.GetCharmInfo()->HasCommandState(COMMAND_FOLLOW))
{
if (!i_pet.hasUnitState(UNIT_STAT_FOLLOW) )
{
i_pet.GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST,PET_FOLLOW_ANGLE); i_pet.GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST,PET_FOLLOW_ANGLE);
} }
} }
}
if (i_pet.GetGlobalCooldown() == 0 && !i_pet.IsNonMeleeSpellCasted(false)) if (i_pet.GetGlobalCooldown() == 0 && !i_pet.hasUnitState(UNIT_STAT_CASTING))
{ {
//Autocast //Autocast
for (uint8 i = 0; i < i_pet.GetPetAutoSpellSize(); i++) for (uint8 i = 0; i < i_pet.GetPetAutoSpellSize(); i++)
@@ -323,12 +255,3 @@ void PetAI::UpdateAllies()
else //remove group else //remove group
m_AllySet.insert(owner->GetGUID()); m_AllySet.insert(owner->GetGUID());
} }
/*void PetAI::AttackedBy(Unit *attacker)
{
//when attacked, fight back in case 1)no victim already AND 2)not set to passive AND 3)not set to stay, unless can it can reach attacker with melee attack anyway
if(!i_pet.getVictim() && i_pet.GetCharmInfo() && !i_pet.GetCharmInfo()->HasReactState(REACT_PASSIVE) &&
(!i_pet.GetCharmInfo()->HasCommandState(COMMAND_STAY) || i_pet.IsWithinMeleeRange(attacker)))
AttackStart(attacker);
}*/
-2
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@@ -33,8 +33,6 @@ class TRINITY_DLL_DECL PetAI : public CreatureAI
PetAI(Creature *c); PetAI(Creature *c);
void MoveInLineOfSight(Unit *);
void AttackStart(Unit *);
void EnterEvadeMode(); void EnterEvadeMode();
void JustDied(Unit* who) { _stopAttack(); } void JustDied(Unit* who) { _stopAttack(); }
+3 -1
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@@ -85,13 +85,15 @@ void WorldSession::HandlePetAction( WorldPacket & recv_data )
switch(spellid) switch(spellid)
{ {
case COMMAND_STAY: //flat=1792 //STAY case COMMAND_STAY: //flat=1792 //STAY
pet->AttackStop();
pet->InterruptNonMeleeSpells(false);
pet->StopMoving(); pet->StopMoving();
pet->GetMotionMaster()->Clear();
pet->GetMotionMaster()->MoveIdle(); pet->GetMotionMaster()->MoveIdle();
charmInfo->SetCommandState( COMMAND_STAY ); charmInfo->SetCommandState( COMMAND_STAY );
break; break;
case COMMAND_FOLLOW: //spellid=1792 //FOLLOW case COMMAND_FOLLOW: //spellid=1792 //FOLLOW
pet->AttackStop(); pet->AttackStop();
pet->InterruptNonMeleeSpells(false);
pet->GetMotionMaster()->MoveFollow(_player,PET_FOLLOW_DIST,PET_FOLLOW_ANGLE); pet->GetMotionMaster()->MoveFollow(_player,PET_FOLLOW_DIST,PET_FOLLOW_ANGLE);
charmInfo->SetCommandState( COMMAND_FOLLOW ); charmInfo->SetCommandState( COMMAND_FOLLOW );
break; break;
-102
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@@ -18,105 +18,3 @@
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/ */
#include "PossessedAI.h"
#include "Creature.h"
#include "World.h"
void PossessedAI::AttackStart(Unit *u)
{
if( !u || i_pet.GetCharmer()->HasAuraType(SPELL_AURA_MOD_PACIFY))
return;
if (i_pet.getVictim() && u != i_pet.getVictim())
i_pet.AttackStop();
if(i_pet.Attack(u, true))
i_victimGuid = u->GetGUID();
// Do not autochase our target, and also make sure our current movement generator
// is removed since the motion master is reset before this function is called
i_pet.GetMotionMaster()->Clear(false);
i_pet.GetMotionMaster()->MoveIdle();
}
bool PossessedAI::_needToStop() const
{
if(!i_pet.getVictim() || !i_pet.isAlive())
return true;
// This is needed for charmed creatures, as once their target was reset other effects can trigger threat
if(i_pet.getVictim() == i_pet.GetCharmer())
return true;
return !i_pet.canAttack(i_pet.getVictim());
}
void PossessedAI::_stopAttack()
{
if( !i_victimGuid )
return;
Unit* victim = Unit::GetUnit(i_pet, i_victimGuid );
if ( !victim )
return;
assert(!i_pet.getVictim() || i_pet.getVictim() == victim);
if( !i_pet.isAlive() )
{
i_pet.StopMoving();
i_pet.GetMotionMaster()->Clear(false);
i_pet.GetMotionMaster()->MoveIdle();
i_victimGuid = 0;
i_pet.CombatStop();
i_pet.getHostilRefManager().deleteReferences();
return;
}
i_pet.GetMotionMaster()->Clear(false);
i_pet.GetMotionMaster()->MoveIdle();
i_victimGuid = 0;
i_pet.AttackStop();
}
void PossessedAI::UpdateAI(const uint32 diff)
{
// update i_victimGuid if i_pet.getVictim() !=0 and changed
if(i_pet.getVictim())
i_victimGuid = i_pet.getVictim()->GetGUID();
// i_pet.getVictim() can't be used for check in case stop fighting, i_pet.getVictim() clear at Unit death etc.
if( i_victimGuid )
{
if( _needToStop() )
{
_stopAttack(); // i_victimGuid == 0 && i_pet.getVictim() == NULL now
return;
}
else if(i_pet.IsWithinMeleeRange(i_pet.getVictim()) && i_pet.isAttackReady() && !i_pet.GetCharmer()->HasAuraType(SPELL_AURA_MOD_PACIFY))
{
i_pet.AttackerStateUpdate(i_pet.getVictim());
i_pet.resetAttackTimer();
if( _needToStop() )
_stopAttack();
}
}
}
void PossessedAI::JustDied(Unit *u)
{
// We died while possessed, disable our loot
i_pet.RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
}
void PossessedAI::KilledUnit(Unit* victim)
{
// We killed a creature, disable victim's loot
if (victim->GetTypeId() == TYPEID_UNIT)
victim->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
}
-28
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@@ -21,33 +21,5 @@
#ifndef MANGOS_POSSESSEDAI_H #ifndef MANGOS_POSSESSEDAI_H
#define MANGOS_POSSESSEDAI_H #define MANGOS_POSSESSEDAI_H
#include "CreatureAI.h"
class Creature;
class TRINITY_DLL_DECL PossessedAI : public CreatureAI
{
public:
PossessedAI(Creature *c) : CreatureAI(c), i_pet(*c), i_victimGuid(0) {}
// Possessed creatures shouldn't aggro by themselves
void MoveInLineOfSight(Unit *) {}
void AttackStart(Unit *);
void EnterEvadeMode() {}
void JustDied(Unit*);
void KilledUnit(Unit* victim);
void UpdateAI(const uint32);
// Never permit this to be used, it must always be initialized with Creature::InitPossessedAI()
static int Permissible(const Creature *) { return PERMIT_BASE_NO; }
private:
bool _isVisible(Unit *) const;
bool _needToStop(void) const;
void _stopAttack(void);
Creature &i_pet;
uint64 i_victimGuid;
};
#endif #endif
+31
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@@ -47,6 +47,8 @@
#include "CellImpl.h" #include "CellImpl.h"
#include "Path.h" #include "Path.h"
#include "CreatureGroups.h" #include "CreatureGroups.h"
#include "PetAI.h"
#include "NullCreatureAI.h"
#include <math.h> #include <math.h>
@@ -150,6 +152,7 @@ bool IsPassiveStackableSpell( uint32 spellId )
Unit::Unit() Unit::Unit()
: WorldObject(), i_motionMaster(this), m_ThreatManager(this), m_HostilRefManager(this) : WorldObject(), i_motionMaster(this), m_ThreatManager(this), m_HostilRefManager(this)
, m_IsInNotifyList(false), m_Notified(false), IsAIEnabled(false) , m_IsInNotifyList(false), m_Notified(false), IsAIEnabled(false)
, i_AI(NULL), i_disabledAI(NULL)
{ {
m_objectType |= TYPEMASK_UNIT; m_objectType |= TYPEMASK_UNIT;
m_objectTypeId = TYPEID_UNIT; m_objectTypeId = TYPEID_UNIT;
@@ -11250,10 +11253,38 @@ void Unit::CleanupsBeforeDelete()
RemoveFromWorld(); RemoveFromWorld();
} }
void Unit::UpdateCharmAI()
{
if(GetTypeId() == TYPEID_PLAYER)
return;
if(i_disabledAI) // disabled AI must be primary AI
{
if(!isCharmed())
{
if(i_AI) delete i_AI;
i_AI = i_disabledAI;
i_disabledAI = NULL;
}
}
else
{
if(isCharmed())
{
i_disabledAI = i_AI;
if(isPossessed())
i_AI = new PossessedAI((Creature*)this);
else
i_AI = new PetAI((Creature*)this);
}
}
}
CharmInfo* Unit::InitCharmInfo() CharmInfo* Unit::InitCharmInfo()
{ {
if(!m_charmInfo) if(!m_charmInfo)
m_charmInfo = new CharmInfo(this); m_charmInfo = new CharmInfo(this);
return m_charmInfo; return m_charmInfo;
} }
+3
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@@ -1109,6 +1109,7 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
CharmInfo* GetCharmInfo() { return m_charmInfo; } CharmInfo* GetCharmInfo() { return m_charmInfo; }
CharmInfo* InitCharmInfo(); CharmInfo* InitCharmInfo();
void DeleteCharmInfo(); void DeleteCharmInfo();
void UpdateCharmAI();
SharedVisionList const& GetSharedVisionList() { return m_sharedVision; } SharedVisionList const& GetSharedVisionList() { return m_sharedVision; }
void AddPlayerToVision(Player* plr); void AddPlayerToVision(Player* plr);
void RemovePlayerFromVision(Player* plr); void RemovePlayerFromVision(Player* plr);
@@ -1424,6 +1425,8 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
protected: protected:
explicit Unit (); explicit Unit ();
UnitAI *i_AI, *i_disabledAI;
void _UpdateSpells(uint32 time); void _UpdateSpells(uint32 time);
void _UpdateAutoRepeatSpell(); void _UpdateAutoRepeatSpell();