aboutsummaryrefslogtreecommitdiff
path: root/src/game/CreatureAI.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/game/CreatureAI.cpp')
-rw-r--r--src/game/CreatureAI.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/game/CreatureAI.cpp b/src/game/CreatureAI.cpp
index 27fe428efd1..f065a0b40c6 100644
--- a/src/game/CreatureAI.cpp
+++ b/src/game/CreatureAI.cpp
@@ -79,7 +79,7 @@ void CreatureAI::DoZoneInCombat(Creature* creature)
if(PlList.isEmpty())
return;
- for(Map::PlayerList::const_iterator i = PlList.begin(); i != PlList.end(); ++i)
+ for (Map::PlayerList::const_iterator i = PlList.begin(); i != PlList.end(); ++i)
{
if(Player* pPlayer = i->getSource())
{
@@ -94,7 +94,7 @@ void CreatureAI::DoZoneInCombat(Creature* creature)
}
/* Causes certain things to never leave the threat list (Priest Lightwell, etc):
- for(Unit::ControlList::const_iterator itr = pPlayer->m_Controlled.begin(); itr != pPlayer->m_Controlled.end(); ++itr)
+ for (Unit::ControlList::const_iterator itr = pPlayer->m_Controlled.begin(); itr != pPlayer->m_Controlled.end(); ++itr)
{
creature->SetInCombatWith(*itr);
(*itr)->SetInCombatWith(creature);
@@ -108,7 +108,7 @@ void CreatureAI::MoveInLineOfSight(Unit *who)
{
if(me->getVictim())
return;
-
+
if (me->GetTypeId() == CREATURE_TYPE_NON_COMBAT_PET) // non-combat pets should just stand there and look good;)
return;