diff options
| author | Spp <none@none> | 2010-04-07 23:25:02 +0200 |
|---|---|---|
| committer | Spp <none@none> | 2010-04-07 23:25:02 +0200 |
| commit | 2454c290b84e04bd0321ca94e0be8c8dc7eedbe8 (patch) | |
| tree | b744629b9fc3004bcb717c5f95a10724df3a6a62 /src/game/CreatureAI.h | |
| parent | 49d05ba9aa1cd5c1f3ae96546283e6d03a037ff7 (diff) | |
Code Style (game + scripts only):
"==" --> " == " (when needed)
--HG--
branch : trunk
Diffstat (limited to 'src/game/CreatureAI.h')
| -rw-r--r-- | src/game/CreatureAI.h | 8 |
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; |
