diff options
Diffstat (limited to 'src/server/game/AI/CreatureAI.cpp')
-rwxr-xr-x | src/server/game/AI/CreatureAI.cpp | 32 |
1 files changed, 16 insertions, 16 deletions
diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp index ee822d9df40..b72556dbab1 100755 --- a/src/server/game/AI/CreatureAI.cpp +++ b/src/server/game/AI/CreatureAI.cpp @@ -34,8 +34,8 @@ void CreatureAI::OnCharmed(bool /*apply*/) me->IsAIEnabled = false; } -AISpellInfoType * UnitAI::AISpellInfo; - AISpellInfoType * GetAISpellInfo(uint32 i) { return &CreatureAI::AISpellInfo[i]; } +AISpellInfoType* UnitAI::AISpellInfo; +AISpellInfoType* GetAISpellInfo(uint32 i) { return &CreatureAI::AISpellInfo[i]; } void CreatureAI::Talk(uint8 id, uint64 WhisperGuid) { @@ -50,7 +50,7 @@ void CreatureAI::DoZoneInCombat(Creature* creature /*= NULL*/) if (!creature->CanHaveThreatList()) return; - Map *map = creature->GetMap(); + Map* map = creature->GetMap(); if (!map->IsDungeon()) //use IsDungeon instead of Instanceable, in case battlegrounds will be instantiated { sLog->outError("DoZoneInCombat call for map that isn't an instance (creature entry = %d)", creature->GetTypeId() == TYPEID_UNIT ? creature->ToCreature()->GetEntry() : 0); @@ -63,7 +63,7 @@ void CreatureAI::DoZoneInCombat(Creature* creature /*= NULL*/) creature->AI()->AttackStart(target); else if (creature->isSummon()) { - if (Unit *summoner = creature->ToTempSummon()->GetSummoner()) + if (Unit* summoner = creature->ToTempSummon()->GetSummoner()) { Unit* target = summoner->getAttackerForHelper(); if (!target && summoner->CanHaveThreatList() && !summoner->getThreatManager().isThreatListEmpty()) @@ -80,23 +80,23 @@ void CreatureAI::DoZoneInCombat(Creature* creature /*= NULL*/) return; } - Map::PlayerList const &PlList = map->GetPlayers(); + Map::PlayerList const& playerList = map->GetPlayers(); - if (PlList.isEmpty()) + if (playerList.isEmpty()) return; - for (Map::PlayerList::const_iterator i = PlList.begin(); i != PlList.end(); ++i) + for (Map::PlayerList::const_iterator itr = playerList.begin(); itr != playerList.end(); ++itr) { - if (Player* pPlayer = i->getSource()) + if (Player* player = itr->getSource()) { - if (pPlayer->isGameMaster()) + if (player->isGameMaster()) continue; - if (pPlayer->isAlive()) + if (player->isAlive()) { - creature->SetInCombatWith(pPlayer); - pPlayer->SetInCombatWith(creature); - creature->AddThreat(pPlayer, 0.0f); + creature->SetInCombatWith(player); + player->SetInCombatWith(creature); + creature->AddThreat(player, 0.0f); } /* Causes certain things to never leave the threat list (Priest Lightwell, etc): @@ -112,7 +112,7 @@ void CreatureAI::DoZoneInCombat(Creature* creature /*= NULL*/) // scripts does not take care about MoveInLineOfSight loops // MoveInLineOfSight can be called inside another MoveInLineOfSight and cause stack overflow -void CreatureAI::MoveInLineOfSight_Safe(Unit *who) +void CreatureAI::MoveInLineOfSight_Safe(Unit* who) { if (m_MoveInLineOfSight_locked == true) return; @@ -121,7 +121,7 @@ void CreatureAI::MoveInLineOfSight_Safe(Unit *who) m_MoveInLineOfSight_locked = false; } -void CreatureAI::MoveInLineOfSight(Unit *who) +void CreatureAI::MoveInLineOfSight(Unit* who) { if (me->getVictim()) return; @@ -146,7 +146,7 @@ void CreatureAI::EnterEvadeMode() if (!me->GetVehicle()) // otherwise me will be in evade mode forever { - if (Unit *owner = me->GetCharmerOrOwner()) + if (Unit* owner = me->GetCharmerOrOwner()) { me->GetMotionMaster()->Clear(false); me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, me->GetFollowAngle(), MOTION_SLOT_ACTIVE); |