[svn] Use IsWithinCombatDist for all AI. This should fix the bug that pet and guard does not attack target. (Note: some scriptedAI may need to update)

--HG--
branch : trunk
This commit is contained in:
megamage
2008-11-03 14:11:09 -06:00
parent da5786249f
commit 6a8878fb5d
4 changed files with 4 additions and 4 deletions
+1 -1
View File
@@ -124,7 +124,7 @@ AggressorAI::UpdateAI(const uint32 /*diff*/)
if( i_creature.isAttackReady() )
{
if( i_creature.IsWithinDistInMap(i_creature.getVictim(), ATTACK_DISTANCE))
if( i_creature.IsWithinCombatDist(i_creature.getVictim(), ATTACK_DISTANCE))
{
i_creature.AttackerStateUpdate(i_creature.getVictim());
i_creature.resetAttackTimer();
+1 -1
View File
@@ -117,7 +117,7 @@ void GuardAI::UpdateAI(const uint32 /*diff*/)
if( i_creature.isAttackReady() )
{
if( i_creature.IsWithinDistInMap(i_creature.getVictim(), ATTACK_DISTANCE))
if( i_creature.IsWithinCombatDist(i_creature.getVictim(), ATTACK_DISTANCE))
{
i_creature.AttackerStateUpdate(i_creature.getVictim());
i_creature.resetAttackTimer();
+1 -1
View File
@@ -164,7 +164,7 @@ void PetAI::UpdateAI(const uint32 diff)
return;
}
// not required to be stopped case
else if( i_pet.isAttackReady() && i_pet.canReachWithAttack(i_pet.getVictim()) )
else if( i_pet.isAttackReady() && i_pet.IsWithinCombatDist(i_pet.getVictim(), ATTACK_DISTANCE) )
{
i_pet.AttackerStateUpdate(i_pet.getVictim());
+1 -1
View File
@@ -76,7 +76,7 @@ ReactorAI::UpdateAI(const uint32 /*time_diff*/)
if( i_creature.isAttackReady() )
{
if( i_creature.IsWithinDistInMap(i_creature.getVictim(), ATTACK_DISTANCE))
if( i_creature.IsWithinCombatDist(i_creature.getVictim(), ATTACK_DISTANCE))
{
i_creature.AttackerStateUpdate(i_creature.getVictim());
i_creature.resetAttackTimer();