diff options
author | Spp <none@none> | 2010-04-07 19:14:10 +0200 |
---|---|---|
committer | Spp <none@none> | 2010-04-07 19:14:10 +0200 |
commit | d19e12708001fbef2308be0e8cb5375a2ac7af48 (patch) | |
tree | 09fc8f67a6197802e0512950f0b0a3438a9834e8 /src/game/GuardAI.cpp | |
parent | 2e127f7a30706dc1d40c65de22ff02851732da24 (diff) |
Code style (game + scripts only):
"if(" --> "if ("
--HG--
branch : trunk
Diffstat (limited to 'src/game/GuardAI.cpp')
-rw-r--r-- | src/game/GuardAI.cpp | 26 |
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); } |