aboutsummaryrefslogtreecommitdiff
path: root/src/game/GuardAI.cpp
diff options
context:
space:
mode:
authorSpp <none@none>2010-04-07 19:14:10 +0200
committerSpp <none@none>2010-04-07 19:14:10 +0200
commitd19e12708001fbef2308be0e8cb5375a2ac7af48 (patch)
tree09fc8f67a6197802e0512950f0b0a3438a9834e8 /src/game/GuardAI.cpp
parent2e127f7a30706dc1d40c65de22ff02851732da24 (diff)
Code style (game + scripts only):
"if(" --> "if (" --HG-- branch : trunk
Diffstat (limited to 'src/game/GuardAI.cpp')
-rw-r--r--src/game/GuardAI.cpp26
1 files changed, 13 insertions, 13 deletions
diff --git a/src/game/GuardAI.cpp b/src/game/GuardAI.cpp
index b571f63a624..b01fd1b67df 100644
--- a/src/game/GuardAI.cpp
+++ b/src/game/GuardAI.cpp
@@ -27,7 +27,7 @@
int GuardAI::Permissible(const Creature *creature)
{
- if( creature->isGuard())
+ if ( creature->isGuard())
return PERMIT_BASE_SPECIAL;
return PERMIT_BASE_NO;
@@ -43,12 +43,12 @@ void GuardAI::MoveInLineOfSight(Unit *u)
if ( !m_creature->canFly() && m_creature->GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE )
return;
- if( !m_creature->getVictim() && m_creature->canAttack(u) &&
+ if ( !m_creature->getVictim() && m_creature->canAttack(u) &&
( u->IsHostileToPlayers() || m_creature->IsHostileTo(u) /*|| u->getVictim() && m_creature->IsFriendlyTo(u->getVictim())*/ ) &&
u->isInAccessiblePlaceFor(m_creature))
{
float attackRadius = m_creature->GetAttackDistance(u);
- if(m_creature->IsWithinDistInMap(u,attackRadius))
+ if (m_creature->IsWithinDistInMap(u,attackRadius))
{
//Need add code to let guard support player
AttackStart(u);
@@ -59,7 +59,7 @@ void GuardAI::MoveInLineOfSight(Unit *u)
void GuardAI::EnterEvadeMode()
{
- if( !m_creature->isAlive() )
+ if ( !m_creature->isAlive() )
{
DEBUG_LOG("Creature stopped attacking because he's dead [guid=%u]", m_creature->GetGUIDLow());
m_creature->GetMotionMaster()->MoveIdle();
@@ -74,19 +74,19 @@ void GuardAI::EnterEvadeMode()
Unit* victim = ObjectAccessor::GetUnit(*m_creature, i_victimGuid );
- if( !victim )
+ if ( !victim )
{
DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", m_creature->GetGUIDLow());
}
- else if( !victim ->isAlive() )
+ else if ( !victim ->isAlive() )
{
DEBUG_LOG("Creature stopped attacking because victim is dead [guid=%u]", m_creature->GetGUIDLow());
}
- else if( victim ->HasStealthAura() )
+ else if ( victim ->HasStealthAura() )
{
DEBUG_LOG("Creature stopped attacking because victim is using stealth [guid=%u]", m_creature->GetGUIDLow());
}
- else if( victim ->isInFlight() )
+ else if ( victim ->isInFlight() )
{
DEBUG_LOG("Creature stopped attacking because victim is flying away [guid=%u]", m_creature->GetGUIDLow());
}
@@ -102,21 +102,21 @@ void GuardAI::EnterEvadeMode()
i_state = STATE_NORMAL;
// Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
- if( m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE )
+ if ( m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE )
m_creature->GetMotionMaster()->MoveTargetedHome();
}
void GuardAI::UpdateAI(const uint32 /*diff*/)
{
// update i_victimGuid if m_creature->getVictim() !=0 and changed
- if(!UpdateVictim())
+ if (!UpdateVictim())
return;
i_victimGuid = m_creature->getVictim()->GetGUID();
- if( m_creature->isAttackReady() )
+ if ( m_creature->isAttackReady() )
{
- if( m_creature->IsWithinMeleeRange(m_creature->getVictim()))
+ if ( m_creature->IsWithinMeleeRange(m_creature->getVictim()))
{
m_creature->AttackerStateUpdate(m_creature->getVictim());
m_creature->resetAttackTimer();
@@ -132,7 +132,7 @@ bool GuardAI::IsVisible(Unit *pl) const
void GuardAI::JustDied(Unit *killer)
{
- if(Player* pkiller = killer->GetCharmerOrOwnerPlayerOrPlayerItself())
+ if (Player* pkiller = killer->GetCharmerOrOwnerPlayerOrPlayerItself())
m_creature->SendZoneUnderAttackMessage(pkiller);
}