*Call new function InitializeAI() instead of Reset() to do one-time work.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-04-13 17:53:09 -05:00
parent ce9f023a96
commit 6b11f9a511
3 changed files with 4 additions and 3 deletions
+1 -1
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@@ -98,7 +98,7 @@ struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI
//************* //*************
//Called at creature reset either by death or evade //Called at creature reset either by death or evade
virtual void Reset() = 0; void Reset() {}
//Called at creature aggro either by MoveInLOS or Attack Start //Called at creature aggro either by MoveInLOS or Attack Start
virtual void Aggro(Unit*) = 0; virtual void Aggro(Unit*) = 0;
+1 -1
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@@ -620,7 +620,7 @@ bool Creature::AIM_Initialize(CreatureAI* ai)
i_motionMaster.Initialize(); i_motionMaster.Initialize();
i_AI = ai ? ai : FactorySelector::selectAI(this); i_AI = ai ? ai : FactorySelector::selectAI(this);
IsAIEnabled = true; IsAIEnabled = true;
i_AI->Reset(); i_AI->InitializeAI();
return true; return true;
} }
+2 -1
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@@ -79,7 +79,8 @@ class TRINITY_DLL_SPEC UnitAI
virtual void AttackStart(Unit *); virtual void AttackStart(Unit *);
virtual void UpdateAI(const uint32 diff) = 0; virtual void UpdateAI(const uint32 diff) = 0;
// Initialize virtual void InitializeAI() { Reset(); }
virtual void Reset() {}; virtual void Reset() {};
// Called when unit is charmed // Called when unit is charmed