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authorSpp <none@none>2010-04-07 18:09:10 +0200
committerSpp <none@none>2010-04-07 18:09:10 +0200
commitb27ce42704c33e292bda390265bb8fd01a433505 (patch)
tree29b2df222a2c1be3325e3d6fab75206100b578fd /src/game/CreatureEventAI.cpp
parentf490ad5ac259712e323f0a52e608ff1383b2fc41 (diff)
Code Style: Remove trailing spaces
--HG-- branch : trunk
Diffstat (limited to 'src/game/CreatureEventAI.cpp')
-rw-r--r--src/game/CreatureEventAI.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/game/CreatureEventAI.cpp b/src/game/CreatureEventAI.cpp
index 6ae5472b8d0..e1203ef35cc 100644
--- a/src/game/CreatureEventAI.cpp
+++ b/src/game/CreatureEventAI.cpp
@@ -582,13 +582,13 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
{
m_creature->addUnitState(UNIT_STAT_MELEE_ATTACKING);
m_creature->SendMeleeAttackStart(victim);
- }
+ }
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == IDLE_MOTION_TYPE)
m_creature->GetMotionMaster()->MoveChase(victim, AttackDistance, AttackAngle); // Targeted movement generator will start melee automatically, no need to send it explicitly
}
}
else
- {
+ {
if (m_creature->isInCombat())
{
Unit* victim = m_creature->getVictim();
@@ -596,7 +596,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
{
m_creature->clearUnitState(UNIT_STAT_MELEE_ATTACKING);
m_creature->SendMeleeAttackStop(victim);
- }
+ }
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
m_creature->GetMotionMaster()->MoveIdle();
}