*Update creature AI functions.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-05-11 11:46:48 -05:00
parent 5658963117
commit f631b2a2d6
9 changed files with 27 additions and 52 deletions
@@ -58,9 +58,6 @@ struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI
void AttackStart(Unit *);
void AttackStart(Unit *, bool melee);
//Called at stoping attack by any attacker
void EnterEvadeMode();
// Called at any Damage from any attacker (before damage apply)
void DamageTaken(Unit *done_by, uint32 &damage) {}
@@ -85,9 +82,6 @@ struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI
// Called when spell hits a target
void SpellHitTarget(Unit* target, const SpellEntry*) {}
// Called when creature is spawned or respawned (for reseting variables)
void JustRespawned();
//Called at waypoint reached or PointMovement end
void MovementInform(uint32 type, uint32 id){}
@@ -204,20 +198,6 @@ struct TRINITY_DLL_DECL Scripted_NoMovementAI : public ScriptedAI
void AttackStart(Unit *);
};
struct TRINITY_DLL_DECL NullCreatureAI : public ScriptedAI
{
NullCreatureAI(Creature* c) : ScriptedAI(c) {}
~NullCreatureAI() {}
void Reset() {}
void EnterCombat(Unit*) {}
void MoveInLineOfSight(Unit *) {}
void AttackStart(Unit *) {}
void EnterEvadeMode() {}
void UpdateAI(const uint32) {}
};
struct TRINITY_DLL_DECL BossAI : public ScriptedAI
{
BossAI(Creature *c, uint32 id) : ScriptedAI(c), bossId(id)