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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/scripts/Examples
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/scripts/Examples')
-rw-r--r--src/server/scripts/Examples/example_creature.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/server/scripts/Examples/example_creature.cpp b/src/server/scripts/Examples/example_creature.cpp
index 7556d639770..7cc62b1d49d 100644
--- a/src/server/scripts/Examples/example_creature.cpp
+++ b/src/server/scripts/Examples/example_creature.cpp
@@ -88,11 +88,11 @@ class example_creature : public CreatureScript
struct example_creatureAI : public ScriptedAI
{
- //*** HANDLED FUNCTION ***
+ // *** HANDLED FUNCTION ***
//This is the constructor, called only once when the Creature is first created
example_creatureAI(Creature *c) : ScriptedAI(c) {}
- //*** CUSTOM VARIABLES ****
+ // *** CUSTOM VARIABLES ****
//These variables are for use only by this individual script.
//Nothing else will ever call them but us.
@@ -105,7 +105,7 @@ class example_creature : public CreatureScript
uint32 m_uiPhase; // The current battle phase we are in
uint32 m_uiPhaseTimer; // Timer until phase transition
- //*** HANDLED FUNCTION ***
+ // *** HANDLED FUNCTION ***
//This is called after spawn and whenever the core decides we need to evade
void Reset()
{
@@ -119,7 +119,7 @@ class example_creature : public CreatureScript
me->RestoreFaction();
}
- //*** HANDLED FUNCTION ***
+ // *** HANDLED FUNCTION ***
// Enter Combat called once per combat
void EnterCombat(Unit* pWho)
{
@@ -127,7 +127,7 @@ class example_creature : public CreatureScript
DoScriptText(SAY_AGGRO, me, pWho);
}
- //*** HANDLED FUNCTION ***
+ // *** HANDLED FUNCTION ***
// Attack Start is called when victim change (including at start of combat)
// By default, attack pWho and start movement toward the victim.
//void AttackStart(Unit* pWho)
@@ -135,14 +135,14 @@ class example_creature : public CreatureScript
// ScriptedAI::AttackStart(pWho);
//}
- //*** HANDLED FUNCTION ***
+ // *** HANDLED FUNCTION ***
// Called when going out of combat. Reset is called just after.
void EnterEvadeMode()
{
DoScriptText(SAY_EVADE, me);
}
- //*** HANDLED FUNCTION ***
+ // *** HANDLED FUNCTION ***
//Our Receive emote function
void ReceiveEmote(Player* /*pPlayer*/, uint32 uiTextEmote)
{
@@ -159,7 +159,7 @@ class example_creature : public CreatureScript
}
}
- //*** HANDLED FUNCTION ***
+ // *** HANDLED FUNCTION ***
//Update AI is called Every single map update (roughly once every 50ms if a player is within the grid)
void UpdateAI(const uint32 uiDiff)
{