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authorBootz <Stage6Dev@EMPulseGaming.com>2011-10-07 11:08:09 -0500
committerBootz <Stage6Dev@EMPulseGaming.com>2011-10-07 11:08:09 -0500
commit81c0a3a8479fef8ea52e1af19174bd777a5759e3 (patch)
tree048c3d98dd7f758ab022c3445b310cd256105997 /src/server/game/AI/CreatureAI.cpp
parent96d7a1e9704d8bdf55e2197ce26adbefb0a84e61 (diff)
REPO: code-style clean-up
* Fixed pPlayer->player * Fixed pCreature->creature ~DevNote: codestyle for Player should be (*player), not *plr or *p... same goes for Creatures (*creature)... more cleaning needed. We've way too many codestyles happening here.
Diffstat (limited to 'src/server/game/AI/CreatureAI.cpp')
-rwxr-xr-xsrc/server/game/AI/CreatureAI.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp
index ea229169dda..329a2d004a5 100755
--- a/src/server/game/AI/CreatureAI.cpp
+++ b/src/server/game/AI/CreatureAI.cpp
@@ -100,7 +100,7 @@ void CreatureAI::DoZoneInCombat(Creature* creature /*= NULL*/, float maxRangeToN
}
/* Causes certain things to never leave the threat list (Priest Lightwell, etc):
- for (Unit::ControlList::const_iterator itr = pPlayer->m_Controlled.begin(); itr != pPlayer->m_Controlled.end(); ++itr)
+ for (Unit::ControlList::const_iterator itr = player->m_Controlled.begin(); itr != player->m_Controlled.end(); ++itr)
{
creature->SetInCombatWith(*itr);
(*itr)->SetInCombatWith(creature);