diff options
Diffstat (limited to 'src/game/CreatureEventAI.cpp')
-rw-r--r-- | src/game/CreatureEventAI.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/src/game/CreatureEventAI.cpp b/src/game/CreatureEventAI.cpp index 74ed23304f6..41837faaf4c 100644 --- a/src/game/CreatureEventAI.cpp +++ b/src/game/CreatureEventAI.cpp @@ -56,7 +56,7 @@ int CreatureEventAI::Permissible(const Creature *creature) return PERMIT_BASE_NO; } -CreatureEventAI::CreatureEventAI(Creature *c ) : CreatureAI(c) +CreatureEventAI::CreatureEventAI(Creature *c) : CreatureAI(c) { // Need make copy for filter unneeded steps and safe in case table reload CreatureEventAI_Event_Map::const_iterator CreatureEvents = CreatureEAI_Mgr.GetCreatureEventAIMap().find(m_creature->GetEntry()); @@ -514,7 +514,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32 pCreature = m_creature->SummonCreature(action.summon.creatureId, 0.0f, 0.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 0); if (!pCreature) - sLog.outErrorDb( "CreatureEventAI: failed to spawn creature %u. Spawn event %d is on creature %d", action.summon.creatureId, EventId, m_creature->GetEntry()); + sLog.outErrorDb("CreatureEventAI: failed to spawn creature %u. Spawn event %d is on creature %d", action.summon.creatureId, EventId, m_creature->GetEntry()); else if (action.summon.target != TARGET_T_SELF && target) pCreature->AI()->AttackStart(target); break; @@ -610,12 +610,12 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32 int32 new_phase = int32(Phase)+action.set_inc_phase.step; if (new_phase < 0) { - sLog.outErrorDb( "CreatureEventAI: Event %d decrease Phase under 0. CreatureEntry = %d", EventId, m_creature->GetEntry()); + sLog.outErrorDb("CreatureEventAI: Event %d decrease Phase under 0. CreatureEntry = %d", EventId, m_creature->GetEntry()); Phase = 0; } else if (new_phase >= MAX_PHASE) { - sLog.outErrorDb( "CreatureEventAI: Event %d incremented Phase above %u. Phase mask cannot be used with phases past %u. CreatureEntry = %d", EventId, MAX_PHASE-1, MAX_PHASE-1, m_creature->GetEntry()); + sLog.outErrorDb("CreatureEventAI: Event %d incremented Phase above %u. Phase mask cannot be used with phases past %u. CreatureEntry = %d", EventId, MAX_PHASE-1, MAX_PHASE-1, m_creature->GetEntry()); Phase = MAX_PHASE-1; } else @@ -666,7 +666,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32 if (action.random_phase_range.phaseMin <= action.random_phase_range.phaseMax) Phase = urand(action.random_phase_range.phaseMin, action.random_phase_range.phaseMax); else - sLog.outErrorDb( "CreatureEventAI: ACTION_T_RANDOM_PHASE_RANGE cannot have Param2 < Param1. Event = %d. CreatureEntry = %d", EventId, m_creature->GetEntry()); + sLog.outErrorDb("CreatureEventAI: ACTION_T_RANDOM_PHASE_RANGE cannot have Param2 < Param1. Event = %d. CreatureEntry = %d", EventId, m_creature->GetEntry()); break; case ACTION_T_SUMMON_ID: { @@ -675,7 +675,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32 CreatureEventAI_Summon_Map::const_iterator i = CreatureEAI_Mgr.GetCreatureEventAISummonMap().find(action.summon_id.spawnId); if (i == CreatureEAI_Mgr.GetCreatureEventAISummonMap().end()) { - sLog.outErrorDb( "CreatureEventAI: failed to spawn creature %u. Summon map index %u does not exist. EventID %d. CreatureID %d", action.summon_id.creatureId, action.summon_id.spawnId, EventId, m_creature->GetEntry()); + sLog.outErrorDb("CreatureEventAI: failed to spawn creature %u. Summon map index %u does not exist. EventID %d. CreatureID %d", action.summon_id.creatureId, action.summon_id.spawnId, EventId, m_creature->GetEntry()); return; } @@ -686,7 +686,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32 pCreature = m_creature->SummonCreature(action.summon_id.creatureId, (*i).second.position_x, (*i).second.position_y, (*i).second.position_z, (*i).second.orientation, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 0); if (!pCreature) - sLog.outErrorDb( "CreatureEventAI: failed to spawn creature %u. EventId %d.Creature %d", action.summon_id.creatureId, EventId, m_creature->GetEntry()); + sLog.outErrorDb("CreatureEventAI: failed to spawn creature %u. EventId %d.Creature %d", action.summon_id.creatureId, EventId, m_creature->GetEntry()); else if (action.summon_id.target != TARGET_T_SELF && target) pCreature->AI()->AttackStart(target); @@ -1339,7 +1339,7 @@ void CreatureEventAI::ReceiveEmote(Player* pPlayer, uint32 text_emote) } } -void CreatureEventAI::DamageTaken( Unit* done_by, uint32& damage ) +void CreatureEventAI::DamageTaken(Unit* done_by, uint32& damage) { if (InvinceabilityHpLevel > 0 && m_creature->GetHealth() < InvinceabilityHpLevel+damage) { |