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authorSpp <none@none>2010-04-08 08:20:08 +0200
committerSpp <none@none>2010-04-08 08:20:08 +0200
commit4635fbc0201846721287a1eb730491262237babd (patch)
tree5b02b41f0099fd9d3af7f3a826ef0ca6dfe80748 /src/game/CreatureEventAI.cpp
parent46f0674e237dd8fe97ba4f0769e18b4adfce841b (diff)
Code Style (game + scripts only):
"!=" --> " != " (when needed) " !=" --> " !=" "!= " --> "!= " --HG-- branch : trunk
Diffstat (limited to 'src/game/CreatureEventAI.cpp')
-rw-r--r--src/game/CreatureEventAI.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/game/CreatureEventAI.cpp b/src/game/CreatureEventAI.cpp
index d4c01145f2b..ef6f556ca99 100644
--- a/src/game/CreatureEventAI.cpp
+++ b/src/game/CreatureEventAI.cpp
@@ -263,7 +263,7 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
case EVENT_T_SUMMONED_UNIT:
{
//Prevent event from occuring on no unit or non creatures
- if (!pActionInvoker || pActionInvoker->GetTypeId()!=TYPEID_UNIT)
+ if (!pActionInvoker || pActionInvoker->GetTypeId() != TYPEID_UNIT)
return false;
//Creature id doesn't match up
@@ -567,7 +567,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
break;
case ACTION_T_COMBAT_MOVEMENT:
// ignore no affect case
- if (CombatMovementEnabled == (action.combat_movement.state!=0))
+ if (CombatMovementEnabled == (action.combat_movement.state != 0))
return;
CombatMovementEnabled = action.combat_movement.state != 0;