Refactor cfp to currently_fleeing for readability

This commit is contained in:
Akkadius
2015-11-01 16:02:41 -06:00
parent 53c8d63981
commit 624c7341c5
8 changed files with 21 additions and 21 deletions
+6 -6
View File
@@ -864,7 +864,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
}
CalculateNewFearpoint();
if(curfp)
if(currently_fleeing)
{
break;
}
@@ -3944,8 +3944,8 @@ void Mob::BuffFadeBySlot(int slot, bool iRecalcBonuses)
}
case SE_Blind:
if (curfp && !FindType(SE_Fear))
curfp = false;
if (currently_fleeing && !FindType(SE_Fear))
currently_fleeing = false;
break;
case SE_Fear:
@@ -3958,8 +3958,8 @@ void Mob::BuffFadeBySlot(int slot, bool iRecalcBonuses)
CastToClient()->AI_Stop();
}
if(curfp) {
curfp = false;
if(currently_fleeing) {
currently_fleeing = false;
break;
}
}
@@ -3974,7 +3974,7 @@ void Mob::BuffFadeBySlot(int slot, bool iRecalcBonuses)
{
if(RuleB(Combat, EnableFearPathing)){
if(flee_mode) {
curfp = true;
currently_fleeing = true;
CheckFlee();
break;
}