Core/AI: Clean up charm AI handling, we now have two unique_ptr instead of a crapton of booleans

This commit is contained in:
Treeston
2018-08-23 14:33:28 +02:00
parent 0e4a49b0a4
commit 042f5515e4
66 changed files with 305 additions and 400 deletions

View File

@@ -54,7 +54,7 @@ void SummonList::DoZoneInCombat(uint32 entry)
{
Creature* summon = ObjectAccessor::GetCreature(*me, *i);
++i;
if (summon && summon->IsAIEnabled
if (summon && summon->IsAIEnabled()
&& (!entry || summon->GetEntry() == entry))
{
summon->AI()->DoZoneInCombat(nullptr);
@@ -118,7 +118,7 @@ void SummonList::DoActionImpl(int32 action, StorageType const& summons)
for (auto const& guid : summons)
{
Creature* summon = ObjectAccessor::GetCreature(*me, guid);
if (summon && summon->IsAIEnabled)
if (summon && summon->IsAIEnabled())
summon->AI()->DoAction(action);
}
}