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-rw-r--r--src/game/ScriptedGuardAI.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/game/ScriptedGuardAI.cpp b/src/game/ScriptedGuardAI.cpp
index e99815aa7e5..83cc8c20479 100644
--- a/src/game/ScriptedGuardAI.cpp
+++ b/src/game/ScriptedGuardAI.cpp
@@ -143,7 +143,7 @@ void guardAI::UpdateAI(const uint32 diff)
if (info && !GlobalCooldown)
{
//If we are currently moving stop us and set the movement generator
- if ((*m_creature).GetMotionMaster()->GetCurrentMovementGeneratorType()!=IDLE_MOTION_TYPE)
+ if ((*m_creature).GetMotionMaster()->GetCurrentMovementGeneratorType() != IDLE_MOTION_TYPE)
{
(*m_creature).GetMotionMaster()->Clear(false);
(*m_creature).GetMotionMaster()->MoveIdle();
@@ -157,7 +157,7 @@ void guardAI::UpdateAI(const uint32 diff)
GlobalCooldown = GENERIC_CREATURE_COOLDOWN;
} //If no spells available and we arn't moving run to target
- else if ((*m_creature).GetMotionMaster()->GetCurrentMovementGeneratorType()!=TARGETED_MOTION_TYPE)
+ else if ((*m_creature).GetMotionMaster()->GetCurrentMovementGeneratorType() != TARGETED_MOTION_TYPE)
{
//Cancel our current spell and then mutate new movement generator
m_creature->InterruptNonMeleeSpells(false);