refactor UnitAI::SelectTarget to allow having a predicate function (1st step).

--HG--
branch : trunk
This commit is contained in:
Trazom62
2010-02-27 16:29:58 +01:00
parent e010310c6d
commit d9056adc8a
7 changed files with 113 additions and 96 deletions
@@ -794,7 +794,7 @@ struct boss_hunter_toc5AI : public ScriptedAI
if (uiShootTimer <= uiDiff)
{
if (Unit* pTarget = SelectTarget(SELECT_TARGET_FARTHEST,0,30))
if (Unit* pTarget = SelectTarget(SELECT_TARGET_FARTHEST,0,30.0f))
{
uiTargetGUID = pTarget->GetGUID();
DoCast(pTarget, DUNGEON_MODE(SPELL_SHOOT,SPELL_SHOOT_H));
@@ -327,7 +327,7 @@ struct boss_four_horsemenAI : public BossAI
if (caster)
{
if (Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0, 45))
if (Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0, 45.0f))
DoCast(pTarget, SPELL_PRIMARY(id));
}
else
@@ -109,7 +109,7 @@ struct boss_razuviousAI : public BossAI
events.ScheduleEvent(EVENT_SHOUT, 25000);
return;
case EVENT_KNIFE:
if (Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0, 45))
if (Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0, 45.0f))
DoCast(pTarget, SPELL_JAGGED_KNIFE);
events.ScheduleEvent(EVENT_KNIFE, 10000);
return;