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authorSpp <none@none>2010-04-07 23:25:02 +0200
committerSpp <none@none>2010-04-07 23:25:02 +0200
commit2454c290b84e04bd0321ca94e0be8c8dc7eedbe8 (patch)
treeb744629b9fc3004bcb717c5f95a10724df3a6a62 /src/game/CreatureAI.h
parent49d05ba9aa1cd5c1f3ae96546283e6d03a037ff7 (diff)
Code Style (game + scripts only):
"==" --> " == " (when needed) --HG-- branch : trunk
Diffstat (limited to 'src/game/CreatureAI.h')
-rw-r--r--src/game/CreatureAI.h8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/game/CreatureAI.h b/src/game/CreatureAI.h
index 3f4b6e9b3f2..d5cff8c4b9b 100644
--- a/src/game/CreatureAI.h
+++ b/src/game/CreatureAI.h
@@ -87,7 +87,7 @@ class CreatureAI : public UnitAI
virtual ~CreatureAI() {}
- ///== Reactions At =================================
+ /// == Reactions At =================================
// Called if IsVisible(Unit *who) is true at each *who move, reaction at visibility zone enter
void MoveInLineOfSight_Safe(Unit *who);
@@ -146,7 +146,7 @@ class CreatureAI : public UnitAI
// Called at text emote receive from player
virtual void ReceiveEmote(Player* pPlayer, uint32 text_emote) {}
- ///== Triggered Actions Requested ==================
+ /// == Triggered Actions Requested ==================
// Called when creature attack expected (if creature can and no have current victim)
// Note: for reaction at hostile action must be called AttackedBy function.
@@ -155,7 +155,7 @@ class CreatureAI : public UnitAI
// Called at World update tick
//virtual void UpdateAI(const uint32 diff) {}
- ///== State checks =================================
+ /// == State checks =================================
// Is unit visible for MoveInLineOfSight
//virtual bool IsVisible(Unit *) const { return false; }
@@ -166,7 +166,7 @@ class CreatureAI : public UnitAI
// Called when victim entered water and creature can not enter water
//virtual bool canReachByRangeAttack(Unit*) { return false; }
- ///== Fields =======================================
+ /// == Fields =======================================
// Pointer to controlled by AI creature
//Creature* const m_creature;