Core/CombatAI: Use TimeSpan overloads of EventMap

Port From (https://github.com/TrinityCore/TrinityCore/commit/d62b7c1e352e76f35490c22b2ab291ed299f4fa4)
This commit is contained in:
hondacrx
2022-02-28 14:13:02 -05:00
parent facb5c89a1
commit 03c646d2c8
3 changed files with 13 additions and 11 deletions
+4 -3
View File
@@ -22,6 +22,7 @@ using Game.DataStorage;
using Game.Entities;
using Game.Maps;
using Game.Spells;
using System;
using System.Collections.Generic;
using System.Linq;
@@ -575,13 +576,13 @@ namespace Game.AI
{
target = AITarget.Self;
condition = AICondition.Combat;
cooldown = SharedConst.AIDefaultCooldown;
cooldown = TimeSpan.FromMilliseconds(SharedConst.AIDefaultCooldown);
}
public AITarget target;
public AICondition condition;
public uint cooldown;
public uint realCooldown;
public TimeSpan cooldown;
public TimeSpan realCooldown;
public float maxRange;
public byte Targets; // set of enum SelectTarget