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authorMachiavelli <machiavelli.trinity@gmail.com>2011-01-16 12:23:17 +0100
committerMachiavelli <machiavelli.trinity@gmail.com>2011-01-16 12:23:17 +0100
commitdeed0d07815b5f0f9b8d5005cb9015ef372af59b (patch)
tree8c82176f9080f49a11c6e1b3b35ad30ff3cadcd9 /src/server/game/AI/ScriptedAI
parent542a89b15067ecf6ca2370e6dc22a0ce6c6f0ff0 (diff)
Core/General: Fix some comment style. //* to // *. Fixes certain code display errors on nano. Thanks to Aokromes for pointing out.
Diffstat (limited to 'src/server/game/AI/ScriptedAI')
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedCreature.h16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.h b/src/server/game/AI/ScriptedAI/ScriptedCreature.h
index 36f31c52e8e..f94a41dfb10 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedCreature.h
+++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.h
@@ -45,9 +45,9 @@ struct ScriptedAI : public CreatureAI
explicit ScriptedAI(Creature* pCreature);
virtual ~ScriptedAI() {}
- //*************
+ // *************
//CreatureAI Functions
- //*************
+ // *************
void AttackStartNoMove(Unit *pTarget);
@@ -81,9 +81,9 @@ struct ScriptedAI : public CreatureAI
// Called when AI is temporarily replaced or put back when possess is applied or removed
void OnPossess(bool /*apply*/) {}
- //*************
+ // *************
// Variables
- //*************
+ // *************
//Pointer to creature we are manipulating
Creature* me;
@@ -91,9 +91,9 @@ struct ScriptedAI : public CreatureAI
//For fleeing
bool IsFleeing;
- //*************
+ // *************
//Pure virtual functions
- //*************
+ // *************
//Called at creature reset either by death or evade
void Reset() {}
@@ -101,9 +101,9 @@ struct ScriptedAI : public CreatureAI
//Called at creature aggro either by MoveInLOS or Attack Start
void EnterCombat(Unit* /*who*/) {}
- //*************
+ // *************
//AI Helper Functions
- //*************
+ // *************
//Start movement toward victim
void DoStartMovement(Unit* pVictim, float fDistance = 0, float fAngle = 0);