diff options
Diffstat (limited to 'src/server/game/AI/CreatureAI.cpp')
-rw-r--r-- | src/server/game/AI/CreatureAI.cpp | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp index 57aa2a6fb88..359fb0fa206 100644 --- a/src/server/game/AI/CreatureAI.cpp +++ b/src/server/game/AI/CreatureAI.cpp @@ -55,7 +55,7 @@ AISpellInfoType* GetAISpellInfo(uint32 spellId, Difficulty difficulty) CreatureAI::CreatureAI(Creature* creature, uint32 scriptId) : UnitAI(creature), me(creature), _boundary(nullptr), - _negateBoundary(false), _scriptId(scriptId ? scriptId : creature->GetScriptId()), m_MoveInLineOfSight_locked(false) + _negateBoundary(false), _scriptId(scriptId ? scriptId : creature->GetScriptId()), _moveInLOSLocked(false) { ASSERT(_scriptId, "A CreatureAI was initialized with an invalid scriptId!"); } @@ -103,11 +103,11 @@ 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) @@ -119,7 +119,7 @@ void CreatureAI::MoveInLineOfSight(Unit* who) me->EngageWithTarget(who); } -void CreatureAI::_OnOwnerCombatInteraction(Unit* target) +void CreatureAI::OnOwnerCombatInteraction(Unit* target) { if (!target || !me->IsAlive()) return; |