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[7668] Cleanup In CreatureAI function descriptions and AttackStart/AttackedBy use.
* 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.
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11 changed files with 72 additions and 82 deletions
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@ -17,7 +17,14 @@
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*/
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#include "CreatureAI.h"
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#include "Creature.h"
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CreatureAI::~CreatureAI()
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{
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}
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void CreatureAI::AttackedBy( Unit* attacker )
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{
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if(!m_creature->getVictim())
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AttackStart(attacker);
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}
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