Core/General: Fix some comment style. //* to // *. Fixes certain code display errors on nano. Thanks to Aokromes for pointing out.

This commit is contained in:
Machiavelli
2011-01-16 12:23:17 +01:00
parent 542a89b150
commit deed0d0781
12 changed files with 40 additions and 40 deletions

View File

@@ -88,11 +88,11 @@ class example_creature : public CreatureScript
struct example_creatureAI : public ScriptedAI
{
//*** HANDLED FUNCTION ***
// *** HANDLED FUNCTION ***
//This is the constructor, called only once when the Creature is first created
example_creatureAI(Creature *c) : ScriptedAI(c) {}
//*** CUSTOM VARIABLES ****
// *** CUSTOM VARIABLES ****
//These variables are for use only by this individual script.
//Nothing else will ever call them but us.
@@ -105,7 +105,7 @@ class example_creature : public CreatureScript
uint32 m_uiPhase; // The current battle phase we are in
uint32 m_uiPhaseTimer; // Timer until phase transition
//*** HANDLED FUNCTION ***
// *** HANDLED FUNCTION ***
//This is called after spawn and whenever the core decides we need to evade
void Reset()
{
@@ -119,7 +119,7 @@ class example_creature : public CreatureScript
me->RestoreFaction();
}
//*** HANDLED FUNCTION ***
// *** HANDLED FUNCTION ***
// Enter Combat called once per combat
void EnterCombat(Unit* pWho)
{
@@ -127,7 +127,7 @@ class example_creature : public CreatureScript
DoScriptText(SAY_AGGRO, me, pWho);
}
//*** HANDLED FUNCTION ***
// *** HANDLED FUNCTION ***
// Attack Start is called when victim change (including at start of combat)
// By default, attack pWho and start movement toward the victim.
//void AttackStart(Unit* pWho)
@@ -135,14 +135,14 @@ class example_creature : public CreatureScript
// ScriptedAI::AttackStart(pWho);
//}
//*** HANDLED FUNCTION ***
// *** HANDLED FUNCTION ***
// Called when going out of combat. Reset is called just after.
void EnterEvadeMode()
{
DoScriptText(SAY_EVADE, me);
}
//*** HANDLED FUNCTION ***
// *** HANDLED FUNCTION ***
//Our Receive emote function
void ReceiveEmote(Player* /*pPlayer*/, uint32 uiTextEmote)
{
@@ -159,7 +159,7 @@ class example_creature : public CreatureScript
}
}
//*** HANDLED FUNCTION ***
// *** HANDLED FUNCTION ***
//Update AI is called Every single map update (roughly once every 50ms if a player is within the grid)
void UpdateAI(const uint32 uiDiff)
{