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Diffstat (limited to 'src/server/game/AI/CreatureAI.cpp')
-rw-r--r--src/server/game/AI/CreatureAI.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp
index 81b860ccf20..d0388d5b253 100644
--- a/src/server/game/AI/CreatureAI.cpp
+++ b/src/server/game/AI/CreatureAI.cpp
@@ -49,7 +49,7 @@ void CreatureAI::OnCharmed(bool isNew)
AISpellInfoType* UnitAI::AISpellInfo;
AISpellInfoType* GetAISpellInfo(uint32 i) { return &UnitAI::AISpellInfo[i]; }
-CreatureAI::CreatureAI(Creature* creature) : UnitAI(creature), me(creature), _boundary(nullptr), _negateBoundary(false), m_MoveInLineOfSight_locked(false)
+CreatureAI::CreatureAI(Creature* creature) : UnitAI(creature), me(creature), _boundary(nullptr), _negateBoundary(false), _moveInLOSLocked(false)
{
}
@@ -96,11 +96,11 @@ void CreatureAI::DoZoneInCombat(Creature* creature /*= nullptr*/)
// MoveInLineOfSight can be called inside another MoveInLineOfSight and cause stack overflow
void CreatureAI::MoveInLineOfSight_Safe(Unit* who)
{
- if (m_MoveInLineOfSight_locked == true)
+ if (_moveInLOSLocked == true)
return;
- m_MoveInLineOfSight_locked = true;
+ _moveInLOSLocked = true;
MoveInLineOfSight(who);
- m_MoveInLineOfSight_locked = false;
+ _moveInLOSLocked = false;
}
void CreatureAI::MoveInLineOfSight(Unit* who)
@@ -112,7 +112,7 @@ void CreatureAI::MoveInLineOfSight(Unit* who)
me->EngageWithTarget(who);
}
-void CreatureAI::_OnOwnerCombatInteraction(Unit* target)
+void CreatureAI::OnOwnerCombatInteraction(Unit* target)
{
if (!target || !me->IsAlive())
return;