Core/CreatureAI: CheckBoundary -> IsInBoundary, better reflects what it does.
Port From (https://github.com/TrinityCore/TrinityCore/commit/994121e671127ce11df4e631ab0a4c310234191f)
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@@ -529,7 +529,7 @@ namespace Game.AI
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foreach (var pair in me.GetCombatManager().GetPvECombatRefs())
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{
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Unit target = pair.Value.GetOther(me);
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if (target.IsControlledByPlayer() && !CheckBoundary(target))
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if (target.IsControlledByPlayer() && !IsInBoundary(target))
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target.NearTeleportTo(x, y, z, 0);
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}
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}
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@@ -604,7 +604,7 @@ namespace Game.AI
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public override void JustDied(Unit killer) { _JustDied(); }
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public override void JustReachedHome() { _JustReachedHome(); }
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public override bool CanAIAttack(Unit victim) { return CheckBoundary(victim); }
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public override bool CanAIAttack(Unit victim) { return IsInBoundary(victim); }
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public void _JustReachedHome() { me.SetActive(false); }
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}
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