class npc_blood_beast : public CreatureScript { public: npc_blood_beast() : CreatureScript("npc_blood_beast") { } struct npc_blood_beastAI : public ScriptedAI { npc_blood_beastAI(Creature* creature) : ScriptedAI(creature) { instance = creature->GetInstanceScript(); } void reset() { } void UpdateAI(const uint32 diff) { if (me->isAttackReady()) { //If we are within range melee the target if (me->IsWithinMeleeRange(me->getVictim())) { if (Creature* saurfang = ObjectAccessor::GetCreature(*me, instance->GetData64(DATA_DEATHBRINGER_SAURFANG))) me->AttackerStateUpdate(me->getVictim()); me->resetAttackTimer(); } } } private: }; CreatureAI* GetAI(Creature* creature) const { return GetIcecrownCitadelAI(creature); } };