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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/ScriptedGuardAI.cpp
parent46f0674e237dd8fe97ba4f0769e18b4adfce841b (diff)
Code Style (game + scripts only):
"!=" --> " != " (when needed) " !=" --> " !=" "!= " --> "!= " --HG-- branch : trunk
Diffstat (limited to 'src/game/ScriptedGuardAI.cpp')
-rw-r--r--src/game/ScriptedGuardAI.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/game/ScriptedGuardAI.cpp b/src/game/ScriptedGuardAI.cpp
index e99815aa7e5..83cc8c20479 100644
--- a/src/game/ScriptedGuardAI.cpp
+++ b/src/game/ScriptedGuardAI.cpp
@@ -143,7 +143,7 @@ void guardAI::UpdateAI(const uint32 diff)
if (info && !GlobalCooldown)
{
//If we are currently moving stop us and set the movement generator
- if ((*m_creature).GetMotionMaster()->GetCurrentMovementGeneratorType()!=IDLE_MOTION_TYPE)
+ if ((*m_creature).GetMotionMaster()->GetCurrentMovementGeneratorType() != IDLE_MOTION_TYPE)
{
(*m_creature).GetMotionMaster()->Clear(false);
(*m_creature).GetMotionMaster()->MoveIdle();
@@ -157,7 +157,7 @@ void guardAI::UpdateAI(const uint32 diff)
GlobalCooldown = GENERIC_CREATURE_COOLDOWN;
} //If no spells available and we arn't moving run to target
- else if ((*m_creature).GetMotionMaster()->GetCurrentMovementGeneratorType()!=TARGETED_MOTION_TYPE)
+ else if ((*m_creature).GetMotionMaster()->GetCurrentMovementGeneratorType() != TARGETED_MOTION_TYPE)
{
//Cancel our current spell and then mutate new movement generator
m_creature->InterruptNonMeleeSpells(false);