Core/Scripts: Make CreatureAI::DoZoneInCombat overload accepting a different creature static

Port From (https://github.com/TrinityCore/TrinityCore/commit/080bf4c5650d54694819f6aaf7a12f3cbc623ef4)
This commit is contained in:
hondacrx
2023-03-14 02:14:00 -04:00
parent bc12537c67
commit 5a79b3f385
2 changed files with 4 additions and 5 deletions
+3 -4
View File
@@ -55,11 +55,10 @@ namespace Game.AI
base.OnCharmed(isNew);
}
public void DoZoneInCombat(Creature creature = null)
{
if (!creature)
creature = me;
public void DoZoneInCombat() { DoZoneInCombat(me); }
public static void DoZoneInCombat(Creature creature)
{
Map map = creature.GetMap();
if (!map.IsDungeon()) // use IsDungeon instead of Instanceable, in case Battlegrounds will be instantiated
{
+1 -1
View File
@@ -771,7 +771,7 @@ namespace Game.AI
Creature summon = ObjectAccessor.GetCreature(_me, id);
if (summon && summon.IsAIEnabled() && (entry == 0 || summon.GetEntry() == entry))
{
summon.GetAI().DoZoneInCombat(null);
summon.GetAI().DoZoneInCombat();
}
}
}