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authortreeston <treeston.mmoc@gmail.com>2016-04-02 02:50:44 +0200
committerShauren <shauren.trinity@gmail.com>2016-04-09 17:47:45 +0200
commit181da2a65cd4df7a37861edc6478dd5e526b86b6 (patch)
tree064e7ebc5437191bcbb1d3d0166c23e5206b7ff6 /src/server/game/Entities/Unit
parent38b2339c957a5ce076b664c0ed8602fcbc729cba (diff)
- Clean up spell facing behavior a bit. Visual target behavior should now be a lot smoother.
- Clean up Creature.cpp. NULL -> nullptr, gotta love it. - Renamed some recently added members of Creature to match code style. (cherry picked from commit 1cf1d4a1eafb3a31bf87a615d9d947eed6eb0f62)
Diffstat (limited to 'src/server/game/Entities/Unit')
-rw-r--r--src/server/game/Entities/Unit/Unit.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Entities/Unit/Unit.h b/src/server/game/Entities/Unit/Unit.h
index e6e22bb5622..6741a4bd667 100644
--- a/src/server/game/Entities/Unit/Unit.h
+++ b/src/server/game/Entities/Unit/Unit.h
@@ -1370,7 +1370,7 @@ class TC_GAME_API Unit : public WorldObject
void _removeAttacker(Unit* pAttacker); // must be called only from Unit::AttackStop()
Unit* getAttackerForHelper() const; // If someone wants to help, who to give them
bool Attack(Unit* victim, bool meleeAttack);
- void MustReacquireTarget() { m_shouldReacquireTarget = true; } // flags the Unit for forced target reacquisition in the next ::Attack call
+ void MustReacquireTarget() { m_shouldReacquireTarget = true; } // flags the Unit for forced (client displayed) target reacquisition in the next ::Attack call
void CastStop(uint32 except_spellid = 0);
bool AttackStop();
void RemoveAllAttackers();