diff options
Diffstat (limited to 'src/game/CreatureEventAI.cpp')
-rw-r--r-- | src/game/CreatureEventAI.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/src/game/CreatureEventAI.cpp b/src/game/CreatureEventAI.cpp index b2f5dc354d2..444e4981ab1 100644 --- a/src/game/CreatureEventAI.cpp +++ b/src/game/CreatureEventAI.cpp @@ -33,7 +33,7 @@ #include "SpellMgr.h" #include "CreatureAIImpl.h" -bool CreatureEventAIHolder::UpdateRepeatTimer( Creature* creature, uint32 repeatMin, uint32 repeatMax ) +bool CreatureEventAIHolder::UpdateRepeatTimer(Creature* creature, uint32 repeatMin, uint32 repeatMax) { if (repeatMin == repeatMax) Time = repeatMin; @@ -51,7 +51,7 @@ bool CreatureEventAIHolder::UpdateRepeatTimer( Creature* creature, uint32 repeat int CreatureEventAI::Permissible(const Creature *creature) { - if( creature->GetAIName() == "EventAI" ) + if (creature->GetAIName() == "EventAI") return PERMIT_BASE_SPECIAL; return PERMIT_BASE_NO; } @@ -108,7 +108,7 @@ CreatureEventAI::CreatureEventAI(Creature *c ) : CreatureAI(c) } } -bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pActionInvoker) +bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pActionInvoker /*=NULL*/) { if (!pHolder.Enabled || pHolder.Time) return false; @@ -336,7 +336,7 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction return false; //Process actions - for (uint32 j = 0; j < MAX_ACTIONS; j++) + for (uint8 j = 0; j < MAX_ACTIONS; ++j) ProcessAction(pHolder.Event.action[j], rnd, pHolder.Event.event_id, pActionInvoker); return true; @@ -1017,7 +1017,7 @@ void CreatureEventAI::UpdateAI(const uint32 diff) if (!bEmptyList) { //Events are only updated once every EVENT_UPDATE_TIME ms to prevent lag with large amount of events - if (EventUpdateTime < diff) + if (EventUpdateTime <= diff) { EventDiff += diff; @@ -1027,7 +1027,7 @@ void CreatureEventAI::UpdateAI(const uint32 diff) //Decrement Timers if ((*i).Time) { - if ((*i).Time > EventDiff) + if (EventDiff <= (*i).Time) { //Do not decrement timers if event cannot trigger in this phase if (!((*i).Event.event_inverse_phase_mask & (1 << Phase))) |