diff options
Diffstat (limited to 'src/server/game/AI/CreatureAI.h')
| -rwxr-xr-x | src/server/game/AI/CreatureAI.h | 12 |
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*/) {} |
