refactor UnitAI::SelectTarget to allow having a predicate function (1st step).
--HG-- branch : trunk
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+1
-1
@@ -794,7 +794,7 @@ struct boss_hunter_toc5AI : public ScriptedAI
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if (uiShootTimer <= uiDiff)
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{
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if (Unit* pTarget = SelectTarget(SELECT_TARGET_FARTHEST,0,30))
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if (Unit* pTarget = SelectTarget(SELECT_TARGET_FARTHEST,0,30.0f))
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{
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uiTargetGUID = pTarget->GetGUID();
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DoCast(pTarget, DUNGEON_MODE(SPELL_SHOOT,SPELL_SHOOT_H));
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@@ -327,7 +327,7 @@ struct boss_four_horsemenAI : public BossAI
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if (caster)
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{
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if (Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0, 45))
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if (Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0, 45.0f))
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DoCast(pTarget, SPELL_PRIMARY(id));
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}
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else
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@@ -109,7 +109,7 @@ struct boss_razuviousAI : public BossAI
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events.ScheduleEvent(EVENT_SHOUT, 25000);
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return;
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case EVENT_KNIFE:
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if (Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0, 45))
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if (Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0, 45.0f))
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DoCast(pTarget, SPELL_JAGGED_KNIFE);
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events.ScheduleEvent(EVENT_KNIFE, 10000);
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return;
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