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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 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;