diff options
| author | Spp <none@none> | 2010-04-08 08:20:08 +0200 |
|---|---|---|
| committer | Spp <none@none> | 2010-04-08 08:20:08 +0200 |
| commit | 4635fbc0201846721287a1eb730491262237babd (patch) | |
| tree | 5b02b41f0099fd9d3af7f3a826ef0ca6dfe80748 /src/game/ScriptedGuardAI.cpp | |
| parent | 46f0674e237dd8fe97ba4f0769e18b4adfce841b (diff) | |
Code Style (game + scripts only):
"!=" --> " != " (when needed)
" !=" --> " !="
"!= " --> "!= "
--HG--
branch : trunk
Diffstat (limited to 'src/game/ScriptedGuardAI.cpp')
| -rw-r--r-- | src/game/ScriptedGuardAI.cpp | 4 |
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); |
