*Disable charmed/possessed creature AI.

*Use general react states to replace charminfo react states.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-03-05 18:48:56 -06:00
parent 769c835f26
commit 8787c00ca3
17 changed files with 103 additions and 96 deletions
+3 -3
View File
@@ -74,7 +74,7 @@ inline void PlayerCreatureRelocationWorker(Player* pl, Creature* c)
// Creature AI reaction
if(c->HasReactState(REACT_AGGRESSIVE) && !c->hasUnitState(UNIT_STAT_SIGHTLESS))
{
if( c->AI() && c->IsWithinSightDist(pl) && !c->IsInEvadeMode() )
if( c->IsAIEnabled && c->IsWithinSightDist(pl) && !c->IsInEvadeMode() )
c->AI()->MoveInLineOfSight(pl);
}
}
@@ -83,13 +83,13 @@ inline void CreatureCreatureRelocationWorker(Creature* c1, Creature* c2)
{
if(c1->HasReactState(REACT_AGGRESSIVE) && !c1->hasUnitState(UNIT_STAT_SIGHTLESS))
{
if( c1->AI() && c1->IsWithinSightDist(c2) && !c1->IsInEvadeMode() )
if( c1->IsAIEnabled && c1->IsWithinSightDist(c2) && !c1->IsInEvadeMode() )
c1->AI()->MoveInLineOfSight(c2);
}
if(c2->HasReactState(REACT_AGGRESSIVE) && !c2->hasUnitState(UNIT_STAT_SIGHTLESS))
{
if( c2->AI() && c1->IsWithinSightDist(c2) && !c2->IsInEvadeMode() )
if( c2->IsAIEnabled && c1->IsWithinSightDist(c2) && !c2->IsInEvadeMode() )
c2->AI()->MoveInLineOfSight(c1);
}
}