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-rw-r--r--src/game/CreatureAI.h8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/game/CreatureAI.h b/src/game/CreatureAI.h
index d5cff8c4b9b..abbdc24036b 100644
--- a/src/game/CreatureAI.h
+++ b/src/game/CreatureAI.h
@@ -87,7 +87,7 @@ class CreatureAI : public UnitAI
virtual ~CreatureAI() {}
- /// == Reactions At =================================
+ /// == Reactions At =================================
// Called if IsVisible(Unit *who) is true at each *who move, reaction at visibility zone enter
void MoveInLineOfSight_Safe(Unit *who);
@@ -146,7 +146,7 @@ class CreatureAI : public UnitAI
// Called at text emote receive from player
virtual void ReceiveEmote(Player* pPlayer, uint32 text_emote) {}
- /// == Triggered Actions Requested ==================
+ /// == Triggered Actions Requested ==================
// Called when creature attack expected (if creature can and no have current victim)
// Note: for reaction at hostile action must be called AttackedBy function.
@@ -155,7 +155,7 @@ class CreatureAI : public UnitAI
// Called at World update tick
//virtual void UpdateAI(const uint32 diff) {}
- /// == State checks =================================
+ /// == State checks =================================
// Is unit visible for MoveInLineOfSight
//virtual bool IsVisible(Unit *) const { return false; }
@@ -166,7 +166,7 @@ class CreatureAI : public UnitAI
// Called when victim entered water and creature can not enter water
//virtual bool canReachByRangeAttack(Unit*) { return false; }
- /// == Fields =======================================
+ /// == Fields =======================================
// Pointer to controlled by AI creature
//Creature* const m_creature;