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authorSpp <none@none>2010-04-07 23:56:35 +0200
committerSpp <none@none>2010-04-07 23:56:35 +0200
commit46f0674e237dd8fe97ba4f0769e18b4adfce841b (patch)
tree4556d27751077c2ed37a445493ed93a4d08e981b /src/game/CreatureAI.h
parent2454c290b84e04bd0321ca94e0be8c8dc7eedbe8 (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.h8
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;