Core/Entities: clarify comment added in c7ea952a47

This commit is contained in:
QAston
2012-02-03 22:56:42 +01:00
parent 5462ee44e7
commit 92ad375864
2 changed files with 4 additions and 4 deletions
+2 -2
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@@ -11986,7 +11986,7 @@ void Unit::SetInCombatState(bool PvP, Unit* enemy)
if (IsAIEnabled) if (IsAIEnabled)
{ {
creature->AI()->EnterCombat(enemy); creature->AI()->EnterCombat(enemy);
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC); // always remove Out of Combat Non Attackable flag if we enter combat and AI is enabled RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC); // unit has engaged in combat, remove immunity so players can fight back
} }
if (creature->GetFormation()) if (creature->GetFormation())
creature->GetFormation()->MemberAttackStart(creature, enemy); creature->GetFormation()->MemberAttackStart(creature, enemy);
@@ -12019,7 +12019,7 @@ void Unit::ClearInCombat()
if (Creature* creature = ToCreature()) if (Creature* creature = ToCreature())
{ {
if (creature->GetCreatureInfo() && creature->GetCreatureInfo()->unit_flags & UNIT_FLAG_IMMUNE_TO_PC) if (creature->GetCreatureInfo() && creature->GetCreatureInfo()->unit_flags & UNIT_FLAG_IMMUNE_TO_PC)
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC); // re-apply Out of Combat Non Attackable flag if we leave combat, can be overriden in scripts in EnterEvadeMode() SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC); // set immunity state to the one from db on evade
ClearUnitState(UNIT_STATE_ATTACK_PLAYER); ClearUnitState(UNIT_STATE_ATTACK_PLAYER);
if (HasFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_TAPPED)) if (HasFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_TAPPED))
+2 -2
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@@ -589,8 +589,8 @@ enum UnitFlags
UNIT_FLAG_PREPARATION = 0x00000020, // don't take reagents for spells with SPELL_ATTR5_NO_REAGENT_WHILE_PREP UNIT_FLAG_PREPARATION = 0x00000020, // don't take reagents for spells with SPELL_ATTR5_NO_REAGENT_WHILE_PREP
UNIT_FLAG_UNK_6 = 0x00000040, UNIT_FLAG_UNK_6 = 0x00000040,
UNIT_FLAG_NOT_ATTACKABLE_1 = 0x00000080, // ?? (UNIT_FLAG_PVP_ATTACKABLE | UNIT_FLAG_NOT_ATTACKABLE_1) is NON_PVP_ATTACKABLE UNIT_FLAG_NOT_ATTACKABLE_1 = 0x00000080, // ?? (UNIT_FLAG_PVP_ATTACKABLE | UNIT_FLAG_NOT_ATTACKABLE_1) is NON_PVP_ATTACKABLE
UNIT_FLAG_IMMUNE_TO_PC = 0x00000100, // disables actions by PlayerCharacters (PC) on unit - see Unit::_IsValidAttackTarget, Unit::_IsValidAssistTarget UNIT_FLAG_IMMUNE_TO_PC = 0x00000100, // disables combat/assistance with PlayerCharacters (PC) - see Unit::_IsValidAttackTarget, Unit::_IsValidAssistTarget
UNIT_FLAG_IMMUNE_TO_NPC = 0x00000200, // disables actions by NonPlayerCharacters (NPC) on unit - see Unit::_IsValidAttackTarget, Unit::_IsValidAssistTarget UNIT_FLAG_IMMUNE_TO_NPC = 0x00000200, // disables combat/assistance with NonPlayerCharacters (NPC) - see Unit::_IsValidAttackTarget, Unit::_IsValidAssistTarget
UNIT_FLAG_LOOTING = 0x00000400, // loot animation UNIT_FLAG_LOOTING = 0x00000400, // loot animation
UNIT_FLAG_PET_IN_COMBAT = 0x00000800, // in combat?, 2.0.8 UNIT_FLAG_PET_IN_COMBAT = 0x00000800, // in combat?, 2.0.8
UNIT_FLAG_PVP = 0x00001000, // changed in 3.0.3 UNIT_FLAG_PVP = 0x00001000, // changed in 3.0.3