Core/CreatureAI: CheckBoundary -> IsInBoundary, better reflects what it does.

Port From (https://github.com/TrinityCore/TrinityCore/commit/994121e671127ce11df4e631ab0a4c310234191f)
This commit is contained in:
hondacrx
2021-08-24 10:56:39 -04:00
parent 8c9eebcf3e
commit 1c5bb258d5
2 changed files with 8 additions and 8 deletions
+2 -2
View File
@@ -529,7 +529,7 @@ namespace Game.AI
foreach (var pair in me.GetCombatManager().GetPvECombatRefs())
{
Unit target = pair.Value.GetOther(me);
if (target.IsControlledByPlayer() && !CheckBoundary(target))
if (target.IsControlledByPlayer() && !IsInBoundary(target))
target.NearTeleportTo(x, y, z, 0);
}
}
@@ -604,7 +604,7 @@ namespace Game.AI
public override void JustDied(Unit killer) { _JustDied(); }
public override void JustReachedHome() { _JustReachedHome(); }
public override bool CanAIAttack(Unit victim) { return CheckBoundary(victim); }
public override bool CanAIAttack(Unit victim) { return IsInBoundary(victim); }
public void _JustReachedHome() { me.SetActive(false); }
}