*Add m_isAggressive. Only aggressive creatures will call AttackStart and MoveInLineOfSight.
*Set melee dmg school for summoned creatures. *Fix some compiling errors. --HG-- branch : trunk
This commit is contained in:
@@ -72,7 +72,7 @@ inline void PlayerCreatureRelocationWorker(Player* pl, Creature* c)
|
||||
pl->UpdateVisibilityOf(c);
|
||||
|
||||
// Creature AI reaction
|
||||
if(!c->hasUnitState(UNIT_STAT_CHASE | UNIT_STAT_SEARCHING | UNIT_STAT_FLEEING))
|
||||
if(c->isAggressive() && !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->hasUnitState(UNIT_STAT_CHASE | UNIT_STAT_SEARCHING | UNIT_STAT_FLEEING))
|
||||
if(c1->isAggressive() && !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->hasUnitState(UNIT_STAT_CHASE | UNIT_STAT_SEARCHING | UNIT_STAT_FLEEING))
|
||||
if(c2->isAggressive() && !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);
|
||||
|
||||
Reference in New Issue
Block a user