Core/SAI: drop unneeded code

This commit is contained in:
joschiwald committed 2014-01-10 17:36:04 +01:00
1 parent dc09715312
commit 7ec7fcf78c
2 files changed
+5 -11

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+3 -7
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@@ -439,6 +439,8 @@ void SmartAI::EnterEvadeMode()
me->LoadCreaturesAddon();
me->SetLootRecipient(NULL);
me->ResetPlayerDamageReq();
me->SetLastDamagedTime(0);
GetScript()->ProcessEventsFor(SMART_EVENT_EVADE);//must be after aura clear so we can cast spells from db
SetRun(mRun);
@@ -574,7 +576,7 @@ void SmartAI::JustReachedHome()
GetScript()->ProcessEventsFor(SMART_EVENT_REACHED_HOME);
if (!UpdateVictim() && me->GetMotionMaster()->GetCurrentMovementGeneratorType() == IDLE_MOTION_TYPE && me->GetWaypointPath())
me->ToCreature()->GetMotionMaster()->MovePath(me->GetWaypointPath(), true);
me->GetMotionMaster()->MovePath(me->GetWaypointPath(), true);
}
mJustReset = false;
@@ -904,12 +906,6 @@ bool SmartGameObjectAI::QuestReward(Player* player, Quest const* quest, uint32 o
return false;
}
// Called when the dialog status between a player and the gameobject is requested.
uint32 SmartGameObjectAI::GetDialogStatus(Player* /*player*/)
{
return DIALOG_STATUS_SCRIPTED_NO_STATUS;
}
// Called when the gameobject is destroyed (destructible buildings only).
void SmartGameObjectAI::Destroyed(Player* player, uint32 eventId)
{