void FightObj::ReturnPeace() { CMoveShape *target = m_AI->GetTarget(); if(target) { TauntEvents events(m_Owner->GetTauntHandler()); events.TargetLost(target->GetExID(), target->GetType()); } m_AI->ChangeState(ST_RETURN, ReturnEvent(m_EnterFightPos.x, m_EnterFightPos.y)); }
void AIEventSender::ReturnPeace() { m_AI->SendEvent( ReturnEvent() ); }