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authorSpp <none@none>2010-04-07 17:24:07 +0200
committerSpp <none@none>2010-04-07 17:24:07 +0200
commitf490ad5ac259712e323f0a52e608ff1383b2fc41 (patch)
tree1bbe00973a622672eccf3450f302f7cb3bc33882 /src/scripts/northrend/zuldrak.cpp
parent502fc82fb822e4245aff0530d22c013daa5d3de9 (diff)
Code Style: tab to spaces
--HG-- branch : trunk
Diffstat (limited to 'src/scripts/northrend/zuldrak.cpp')
-rw-r--r--src/scripts/northrend/zuldrak.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/scripts/northrend/zuldrak.cpp b/src/scripts/northrend/zuldrak.cpp
index 0dbedc2d22f..d5b35b3ed5f 100644
--- a/src/scripts/northrend/zuldrak.cpp
+++ b/src/scripts/northrend/zuldrak.cpp
@@ -929,16 +929,16 @@ struct npc_crusade_recruitAI : public ScriptedAI
uint8 m_uiPhase; //The current phase we are in
uint32 m_uiTimer; //Timer until phase transition
float m_heading; //Store creature heading
-
+
void Reset()
{
m_uiTimer = 0;
m_uiPhase = 0;
m_creature->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
m_creature->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_COWER);
- m_heading = m_creature->GetOrientation();
+ m_heading = m_creature->GetOrientation();
}
-
+
void UpdateAI(const uint32 uiDiff)
{
if (m_uiPhase)
@@ -951,10 +951,10 @@ struct npc_crusade_recruitAI : public ScriptedAI
// say random text
m_creature->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
m_creature->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_ONESHOT_NONE);
- DoScriptText(RAND(SAY_RECRUIT_1,SAY_RECRUIT_2,SAY_RECRUIT_3), m_creature);
+ DoScriptText(RAND(SAY_RECRUIT_1,SAY_RECRUIT_2,SAY_RECRUIT_3), m_creature);
m_uiTimer = 3000;
m_uiPhase = 2;
- break;
+ break;
case 2:
// walk forward
m_creature->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
@@ -973,7 +973,7 @@ struct npc_crusade_recruitAI : public ScriptedAI
else
m_uiTimer -= uiDiff;
}
- ScriptedAI::UpdateAI(uiDiff);
+ ScriptedAI::UpdateAI(uiDiff);
if (!UpdateVictim())
return;
@@ -986,7 +986,7 @@ CreatureAI* GetAI_npc_crusade_recruit(Creature* pCreature)
}
bool GossipHello_npc_crusade_recruit(Player* pPlayer, Creature* pCreature)
-{
+{
if (pPlayer->GetQuestStatus(QUEST_TROLL_PATROL_INTESTINAL_FORTITUDE) == QUEST_STATUS_INCOMPLETE)
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM_1, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);