aboutsummaryrefslogtreecommitdiff
path: root/src/server/game/AI/CreatureAI.h
diff options
context:
space:
mode:
Diffstat (limited to 'src/server/game/AI/CreatureAI.h')
-rwxr-xr-xsrc/server/game/AI/CreatureAI.h12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/server/game/AI/CreatureAI.h b/src/server/game/AI/CreatureAI.h
index e266ce14e80..db7442df3ca 100755
--- a/src/server/game/AI/CreatureAI.h
+++ b/src/server/game/AI/CreatureAI.h
@@ -74,8 +74,8 @@ class CreatureAI : public UnitAI
void SetGazeOn(Unit* target);
Creature* DoSummon(uint32 entry, Position const& pos, uint32 despawnTime = 30000, TempSummonType summonType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
- Creature* DoSummon(uint32 entry, WorldObject *obj, float radius = 5.0f, uint32 despawnTime = 30000, TempSummonType summonType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
- Creature* DoSummonFlyer(uint32 entry, WorldObject *obj, float flightZ, float radius = 5.0f, uint32 despawnTime = 30000, TempSummonType summonType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
+ Creature* DoSummon(uint32 entry, WorldObject* obj, float radius = 5.0f, uint32 despawnTime = 30000, TempSummonType summonType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
+ Creature* DoSummonFlyer(uint32 entry, WorldObject* obj, float flightZ, float radius = 5.0f, uint32 despawnTime = 30000, TempSummonType summonType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
public:
void Talk(uint8 id, uint64 WhisperGuid = 0);
@@ -85,7 +85,7 @@ class CreatureAI : public UnitAI
/// == Reactions At =================================
- // Called if IsVisible(Unit *who) is true at each *who move, reaction at visibility zone enter
+ // Called if IsVisible(Unit* who) is true at each who move, reaction at visibility zone enter
void MoveInLineOfSight_Safe(Unit* who);
// Called in Creature::Update when deathstate = DEAD. Inherited classes may maniuplate the ability to respawn based on scripted events.
@@ -131,7 +131,7 @@ class CreatureAI : public UnitAI
void OnCharmed(bool apply);
- //virtual void SpellClick(Player *player) {}
+ //virtual void SpellClick(Player* player) {}
// Called at reaching home after evade
virtual void JustReachedHome() {}
@@ -145,7 +145,7 @@ class CreatureAI : public UnitAI
// Called when creature attack expected (if creature can and no have current victim)
// Note: for reaction at hostile action must be called AttackedBy function.
- //virtual void AttackStart(Unit *) {}
+ //virtual void AttackStart(Unit* ) {}
// Called at World update tick
//virtual void UpdateAI(const uint32 /*diff*/) {}
@@ -153,7 +153,7 @@ class CreatureAI : public UnitAI
/// == State checks =================================
// Is unit visible for MoveInLineOfSight
- //virtual bool IsVisible(Unit *) const { return false; }
+ //virtual bool IsVisible(Unit* ) const { return false; }
// called when the corpse of this creature gets removed
virtual void CorpseRemoved(uint32& /*respawnDelay*/) {}