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authorclick <click@gonnamakeyou.com>2012-03-29 00:47:56 +0200
committerclick <click@gonnamakeyou.com>2012-03-29 00:47:56 +0200
commitcf29214364d6eacd9599fe809af81a5a683ea328 (patch)
treea584a2f4a202e564422d046fbb5ba19bcb1e0ef2 /src/server/game/AI/EventAI
parentd94608777c9af4cc826978931138f5b5b87de349 (diff)
Core/AI: Fix some wannabe-invinceable typos here and there...
Diffstat (limited to 'src/server/game/AI/EventAI')
-rwxr-xr-xsrc/server/game/AI/EventAI/CreatureEventAI.cpp12
-rwxr-xr-xsrc/server/game/AI/EventAI/CreatureEventAI.h2
2 files changed, 7 insertions, 7 deletions
diff --git a/src/server/game/AI/EventAI/CreatureEventAI.cpp b/src/server/game/AI/EventAI/CreatureEventAI.cpp
index 11887611ae8..7a2b83273c9 100755
--- a/src/server/game/AI/EventAI/CreatureEventAI.cpp
+++ b/src/server/game/AI/EventAI/CreatureEventAI.cpp
@@ -95,7 +95,7 @@ CreatureEventAI::CreatureEventAI(Creature* c) : CreatureAI(c)
m_AttackDistance = 0.0f;
m_AttackAngle = 0.0f;
- m_InvinceabilityHpLevel = 0;
+ m_InvincibilityHpLevel = 0;
//Handle Spawned Events
if (!m_bEmptyList)
@@ -816,9 +816,9 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
case ACTION_T_SET_INVINCIBILITY_HP_LEVEL:
{
if (action.invincibility_hp_level.is_percent)
- m_InvinceabilityHpLevel = me->CountPctFromMaxHealth(action.invincibility_hp_level.hp_level);
+ m_InvincibilityHpLevel = me->CountPctFromMaxHealth(action.invincibility_hp_level.hp_level);
else
- m_InvinceabilityHpLevel = action.invincibility_hp_level.hp_level;
+ m_InvincibilityHpLevel = action.invincibility_hp_level.hp_level;
break;
}
case ACTION_T_MOUNT_TO_ENTRY_OR_MODEL:
@@ -1350,12 +1350,12 @@ void CreatureEventAI::ReceiveEmote(Player* player, uint32 textEmote)
void CreatureEventAI::DamageTaken(Unit* /*done_by*/, uint32& damage)
{
- if (m_InvinceabilityHpLevel > 0 && me->GetHealth() < m_InvinceabilityHpLevel+damage)
+ if (m_InvincibilityHpLevel > 0 && me->GetHealth() < m_InvincibilityHpLevel+damage)
{
- if (me->GetHealth() <= m_InvinceabilityHpLevel)
+ if (me->GetHealth() <= m_InvincibilityHpLevel)
damage = 0;
else
- damage = me->GetHealth() - m_InvinceabilityHpLevel;
+ damage = me->GetHealth() - m_InvincibilityHpLevel;
}
}
diff --git a/src/server/game/AI/EventAI/CreatureEventAI.h b/src/server/game/AI/EventAI/CreatureEventAI.h
index c4daf2563e0..3d2bcf888c8 100755
--- a/src/server/game/AI/EventAI/CreatureEventAI.h
+++ b/src/server/game/AI/EventAI/CreatureEventAI.h
@@ -641,6 +641,6 @@ class CreatureEventAI : public CreatureAI
bool m_MeleeEnabled; // If we allow melee auto attack
float m_AttackDistance; // Distance to attack from
float m_AttackAngle; // Angle of attack
- uint32 m_InvinceabilityHpLevel; // Minimal health level allowed at damage apply
+ uint32 m_InvincibilityHpLevel; // Minimal health level allowed at damage apply
};
#endif