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-rw-r--r--src/game/ScriptedCreature.h14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/game/ScriptedCreature.h b/src/game/ScriptedCreature.h
index 605bc7c3bc3..b416b9f3781 100644
--- a/src/game/ScriptedCreature.h
+++ b/src/game/ScriptedCreature.h
@@ -29,7 +29,7 @@ class ScriptedInstance;
class SummonList : public std::list<uint64>
{
public:
- explicit SummonList(Creature* creature) : m_creature(creature) {}
+ explicit SummonList(Creature* creature) : me(creature) {}
void Summon(Creature *summon) { push_back(summon->GetGUID()); }
void Despawn(Creature *summon) { remove(summon->GetGUID()); }
void DespawnEntry(uint32 entry);
@@ -37,7 +37,7 @@ class SummonList : public std::list<uint64>
void DoAction(uint32 entry, uint32 info);
void DoZoneInCombat(uint32 entry = 0);
private:
- Creature *m_creature;
+ Creature *me;
};
struct ScriptedAI : public CreatureAI
@@ -86,7 +86,7 @@ struct ScriptedAI : public CreatureAI
//*************
//Pointer to creature we are manipulating
- Creature* m_creature;
+ Creature* me;
//For fleeing
bool IsFleeing;
@@ -144,16 +144,16 @@ struct ScriptedAI : public CreatureAI
//Returns a list of all friendly units missing a specific buff within range
std::list<Creature*> DoFindFriendlyMissingBuff(float fRange, uint32 uiSpellId);
- //Return a player with at least minimumRange from m_creature
+ //Return a player with at least minimumRange from me
Player* GetPlayerAtMinimumRange(float fMinimumRange);
- //Spawns a creature relative to m_creature
+ //Spawns a creature relative to me
Creature* DoSpawnCreature(uint32 uiId, float fX, float fY, float fZ, float fAngle, uint32 uiType, uint32 uiDespawntime);
//Selects a unit from the creature's current aggro list
Unit* SelectUnit(SelectAggroTarget pTarget, uint32 uiPosition);
- bool HealthBelowPct(uint32 pct) const { return me->GetHealth() * 100 < m_creature->GetMaxHealth() * pct; }
+ bool HealthBelowPct(uint32 pct) const { return me->GetHealth() * 100 < me->GetMaxHealth() * pct; }
//Returns spells that meet the specified criteria from the creatures spell list
SpellEntry const* SelectSpell(Unit* Target, int32 School, int32 Mechanic, SelectTargetType Targets, uint32 PowerCostMin, uint32 PowerCostMax, float RangeMin, float RangeMax, SelectEffect Effect);
@@ -238,7 +238,7 @@ struct Scripted_NoMovementAI : public ScriptedAI
Scripted_NoMovementAI(Creature* creature) : ScriptedAI(creature) {}
virtual ~Scripted_NoMovementAI() {}
- //Called at each attack of m_creature by any victim
+ //Called at each attack of me by any victim
void AttackStart(Unit* who);
};