diff options
| author | Spp <none@none> | 2010-04-07 23:56:35 +0200 |
|---|---|---|
| committer | Spp <none@none> | 2010-04-07 23:56:35 +0200 |
| commit | 46f0674e237dd8fe97ba4f0769e18b4adfce841b (patch) | |
| tree | 4556d27751077c2ed37a445493ed93a4d08e981b /src/game/CreatureAI.h | |
| parent | 2454c290b84e04bd0321ca94e0be8c8dc7eedbe8 (diff) | |
Code Style (game + scripts only):
">=" --> " >= " (when needed)
" >=" --> " >="
">= " --> ">= "
"<=" --> " <= " (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 d5cff8c4b9b..abbdc24036b 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; |
