[7668] Cleanup In CreatureAI function descriptions and AttackStart/AttackedBy use. Author: VladimirMangos
* Use AI::AttackStart calls only in case explicit request creature attack from core or AI code "attack it if can".
Like taunt, pet handler attack command.
* Use AI::AttackedBy for reaction at hostile action "do something at hostile action"
Like non-dot damage, swing, negative spell landing, or fade fear/etc.
And provided by default call AttackStart if no current target.
This fix some problems, like:
* Civilian will react propertly at attack by another creature (not pet or player).
* Will not cases (at least triggred by core) when attack target start run to attacker before any real hostile action apply.
*Note: AttackBy is still disabled until proved useful to TC.
--HG--
branch : trunk
This commit is contained in:
@@ -101,12 +101,6 @@ TotemAI::UpdateAI(const uint32 /*diff*/)
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i_victimGuid = 0;
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}
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bool
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TotemAI::IsVisible(Unit *) const
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{
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return false;
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}
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void
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TotemAI::AttackStart(Unit *)
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{
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@@ -120,4 +114,3 @@ TotemAI::AttackStart(Unit *)
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((Player*)m_creature->GetOwner())->GetSession()->SendPacket(&data);
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}
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}
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