Core/AI: Removed Scripted_NoMovementAI which has become obsolete. Use ScriptedAI::SetCombatMovement(false); to get the same functionality.

This commit is contained in:
m7nu3l
2013-02-04 19:18:48 -03:00
parent 1e8bf1aad1
commit f9654d52e0
36 changed files with 203 additions and 150 deletions

View File

@@ -104,7 +104,7 @@ void ScriptedAI::AttackStartNoMove(Unit* who)
if (!who)
return;
if (me->Attack(who, false))
if (me->Attack(who, true))
DoStartNoMovement(who);
}
@@ -447,15 +447,6 @@ bool ScriptedAI::EnterEvadeIfOutOfCombatArea(uint32 const diff)
return true;
}
void Scripted_NoMovementAI::AttackStart(Unit* target)
{
if (!target)
return;
if (me->Attack(target, true))
DoStartNoMovement(target);
}
// BossAI - for instanced bosses
BossAI::BossAI(Creature* creature, uint32 bossId) : ScriptedAI(creature),
instance(creature->GetInstanceScript()),