diff options
| author | Spp <none@none> | 2010-04-07 17:24:07 +0200 |
|---|---|---|
| committer | Spp <none@none> | 2010-04-07 17:24:07 +0200 |
| commit | f490ad5ac259712e323f0a52e608ff1383b2fc41 (patch) | |
| tree | 1bbe00973a622672eccf3450f302f7cb3bc33882 /src/scripts/northrend/zuldrak.cpp | |
| parent | 502fc82fb822e4245aff0530d22c013daa5d3de9 (diff) | |
Code Style: tab to spaces
--HG--
branch : trunk
Diffstat (limited to 'src/scripts/northrend/zuldrak.cpp')
| -rw-r--r-- | src/scripts/northrend/zuldrak.cpp | 14 |
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); |
