rendered paste bodyclass npc_vile_spirit : public CreatureScript
{
public:
npc_vile_spirit() : CreatureScript("npc_vile_spirit") { }
struct npc_vile_spiritAI : public CreatureAI
{
npc_vile_spiritAI(Creature* creature) : CreatureAI(creature)
{
attackStart = false;
}
void AttackStart(Unit* who)
{
if(!attackStart)
return;
}
void DoAction(int32 const action)
{
if (action == ACTION_VILE_SPIRIT_ATTACK)
{
attackStart = true;
if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 0.0f, true))
me->AI()->AttackStart(target);
}
}
void UpdateAI(uint32 const diff){}
public:
bool attackStart;
};
CreatureAI* GetAI(Creature* creature) const
{
return GetIcecrownCitadelAI<npc_vile_spiritAI>(creature);
}
};