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authorKudlaty <none@none>2009-08-16 21:46:31 +0200
committerKudlaty <none@none>2009-08-16 21:46:31 +0200
commit91f3d69edf754c4e62d973cf1ae81e9a2e36d7bc (patch)
treee22378836f78bf1e4a2eb16922eb487dbd39cbc7 /src/bindings/scripts/include
parent81ee07fa2a2ac050e56ed5666892e96997dd17bf (diff)
Merge [SD2]
r1314 Correct some spellId's and apply SD2 code style r1315 Correct more spells and apply SD2 code style r1316 Replace magic number with enum type name UNIT_DYNFLAG_DEAD r1317 Add support for quest 1249. Patch by jotapdiez r1318 Move AI's implementation from headers. Original patch/idea by DasBlub r1319 Convert script related to quest 938 to use followerAI r1320 Add new virtual function WaypointStart() to escortAI. --HG-- branch : trunk
Diffstat (limited to 'src/bindings/scripts/include')
-rw-r--r--src/bindings/scripts/include/sc_creature.cpp6
-rw-r--r--src/bindings/scripts/include/sc_creature.h2
2 files changed, 6 insertions, 2 deletions
diff --git a/src/bindings/scripts/include/sc_creature.cpp b/src/bindings/scripts/include/sc_creature.cpp
index 1d423574f42..aa64a6fcbf1 100644
--- a/src/bindings/scripts/include/sc_creature.cpp
+++ b/src/bindings/scripts/include/sc_creature.cpp
@@ -80,7 +80,11 @@ void SummonList::DespawnAll()
}
}
-ScriptedAI::ScriptedAI(Creature* creature) : CreatureAI(creature), m_creature(creature), IsFleeing(false), m_bCombatMovement(true), m_uiEvadeCheckCooldown(2500)
+ScriptedAI::ScriptedAI(Creature* pCreature) : CreatureAI(pCreature),
+ m_creature(pCreature),
+ IsFleeing(false),
+ m_bCombatMovement(true),
+ m_uiEvadeCheckCooldown(2500)
{
HeroicMode = m_creature->GetMap()->IsHeroic();
}
diff --git a/src/bindings/scripts/include/sc_creature.h b/src/bindings/scripts/include/sc_creature.h
index 6baac76a8dd..74eea9ad599 100644
--- a/src/bindings/scripts/include/sc_creature.h
+++ b/src/bindings/scripts/include/sc_creature.h
@@ -43,7 +43,7 @@ class SummonList : private std::list<uint64>
struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI
{
- explicit ScriptedAI(Creature* creature);
+ explicit ScriptedAI(Creature* pCreature);
~ScriptedAI() {}
//*************