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* 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.
30 lines
974 B
C++
30 lines
974 B
C++
/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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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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