diff options
| author | Shauren <shauren.trinity@gmail.com> | 2011-03-19 19:41:42 +0100 |
|---|---|---|
| committer | Shauren <shauren.trinity@gmail.com> | 2011-03-19 19:41:42 +0100 |
| commit | 3b343ac497f4295238cc1cbd77b2ae3825456080 (patch) | |
| tree | 315728915391ae1e8580368aa55d87f9bdfa7132 /src/server/game/AI/ScriptedAI | |
| parent | 09272432780e715861d54cb55062d3b3c33566dd (diff) | |
Core/Scripts: Code style cleanup in AI base classes, removed duplicate DoAction method
Diffstat (limited to 'src/server/game/AI/ScriptedAI')
| -rw-r--r-- | src/server/game/AI/ScriptedAI/ScriptedCreature.cpp | 2 | ||||
| -rw-r--r-- | src/server/game/AI/ScriptedAI/ScriptedCreature.h | 4 |
2 files changed, 2 insertions, 4 deletions
diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp index d72f19f4f29..75ba3790e54 100644 --- a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp +++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp @@ -127,7 +127,7 @@ void ScriptedAI::AttackStartNoMove(Unit* pWho) DoStartNoMovement(pWho); } -void ScriptedAI::UpdateAI(const uint32 /*uiDiff*/) +void ScriptedAI::UpdateAI(uint32 const /*diff*/) { //Check if we have a current target if (!UpdateVictim()) diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.h b/src/server/game/AI/ScriptedAI/ScriptedCreature.h index 85eac24a657..070c5f31726 100644 --- a/src/server/game/AI/ScriptedAI/ScriptedCreature.h +++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.h @@ -57,7 +57,7 @@ struct ScriptedAI : public CreatureAI void DamageTaken(Unit* /*attacker*/, uint32& /*damage*/) {} //Called at World update tick - void UpdateAI(const uint32); + virtual void UpdateAI(uint32 const diff); //Called at creature death void JustDied(Unit* /*killer*/) {} @@ -131,8 +131,6 @@ struct ScriptedAI : public CreatureAI void DoTeleportTo(float x, float y, float z, uint32 time = 0); void DoTeleportTo(float const pos[4]); - void DoAction(int32 const /*param*/) {} - //Teleports a player without dropping threat (only teleports to same map) void DoTeleportPlayer(Unit* unit, float x, float y, float z, float o); void DoTeleportAll(float x, float y, float z, float o); |
