refactor(Core/AI): Some more refactoring prep for Comat Threat system… (#15026)

Co-authored-by: Treeston <14020072+Treeston@users.noreply.github.com>
This commit is contained in:
Kitzunu
2023-02-13 21:39:40 +01:00
committed by GitHub
parent fdfa88093e
commit bd6034e1a9
391 changed files with 873 additions and 846 deletions

View File

@@ -28,7 +28,7 @@
#include "SpellScript.h"
#include "TaskScheduler.h"
// @todo: this import is not necessary for compilation and marked as unused by the IDE
/// @todo: this import is not necessary for compilation and marked as unused by the IDE
// however, for some reasons removing it would cause a damn linking issue
// there is probably some underlying problem with imports which should properly addressed
// see: https://github.com/azerothcore/azerothcore-wotlk/issues/9766
@@ -598,7 +598,7 @@ struct npc_hallows_end_soh : public ScriptedAI
int32 pos;
TaskScheduler scheduler;
void EnterCombat(Unit*) override
void JustEngagedWith(Unit*) override
{
scheduler.Schedule(6s, [this](TaskContext context)
{
@@ -1082,7 +1082,7 @@ struct boss_headless_horseman : public ScriptedAI
Player* GetRhymePlayer() { return playerGUID ? ObjectAccessor::GetPlayer(*me, playerGUID) : nullptr; }
void EnterCombat(Unit*) override { me->SetInCombatWithZone(); }
void JustEngagedWith(Unit*) override { me->SetInCombatWithZone(); }
void MoveInLineOfSight(Unit* /*who*/) override {}
void DamageTaken(Unit*, uint32& damage, DamageEffectType, SpellSchoolMask) override