Scripts/EmeraldDragons: Clean up a bit on the scripts:

- Remove script for Shade of Taerar, replaced with SAI equivalent (Malcrom)
- Remove script for Demented Druids, replaced with SAI equivalent (Malcrom)
- Add supportscript for Mark of Nature (Kaelima)
- Some other minor changes here and there
This commit is contained in:
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2011-06-12 17:13:28 +02:00
parent e1f7f9e5b1
commit b138bc31ca
6 changed files with 133 additions and 214 deletions
@@ -1823,8 +1823,11 @@ Unit* Creature::SelectNearestTargetInAttackDistance(float dist) const
Unit* target = NULL;
if (dist > ATTACK_DISTANCE)
sLog->outError("Creature (GUID: %u Entry: %u) SelectNearestTargetInAttackDistance called with dist > ATTACK_DISTANCE. Extra distance ignored.", GetGUIDLow(), GetEntry());
if (dist > MAX_VISIBILITY_DISTANCE)
{
sLog->outError("Creature (GUID: %u Entry: %u) SelectNearestTargetInAttackDistance called with dist > MAX_VISIBILITY_DISTANCE. Distance set to ATTACK_DISTANCE.", GetGUIDLow(), GetEntry());
dist = ATTACK_DISTANCE;
}
{
Trinity::NearestHostileUnitInAttackDistanceCheck u_check(this, dist);
@@ -1833,8 +1836,8 @@ Unit* Creature::SelectNearestTargetInAttackDistance(float dist) const
TypeContainerVisitor<Trinity::UnitLastSearcher<Trinity::NearestHostileUnitInAttackDistanceCheck>, WorldTypeMapContainer > world_unit_searcher(searcher);
TypeContainerVisitor<Trinity::UnitLastSearcher<Trinity::NearestHostileUnitInAttackDistanceCheck>, GridTypeMapContainer > grid_unit_searcher(searcher);
cell.Visit(p, world_unit_searcher, *GetMap(), *this, ATTACK_DISTANCE);
cell.Visit(p, grid_unit_searcher, *GetMap(), *this, ATTACK_DISTANCE);
cell.Visit(p, world_unit_searcher, *GetMap(), *this, ATTACK_DISTANCE > dist ? ATTACK_DISTANCE : dist);
cell.Visit(p, grid_unit_searcher, *GetMap(), *this, ATTACK_DISTANCE > dist ? ATTACK_DISTANCE : dist);
}
return target;
+3 -2
View File
@@ -12889,9 +12889,10 @@ Unit* Creature::SelectVictim()
// search nearby enemy before enter evade mode
if (HasReactState(REACT_AGGRESSIVE))
{
target = SelectNearestTargetInAttackDistance();
target = SelectNearestTargetInAttackDistance(m_CombatDistance ? m_CombatDistance : ATTACK_DISTANCE);
if (target && _IsTargetAcceptable(target))
return target;
return target;
}
Unit::AuraEffectList const& iAuras = GetAuraEffectsByType(SPELL_AURA_MOD_INVISIBILITY);