diff options
Diffstat (limited to 'src/server/game/AI/CreatureAI.h')
-rw-r--r-- | src/server/game/AI/CreatureAI.h | 42 |
1 files changed, 21 insertions, 21 deletions
diff --git a/src/server/game/AI/CreatureAI.h b/src/server/game/AI/CreatureAI.h index 34339859a95..14cf0a05109 100644 --- a/src/server/game/AI/CreatureAI.h +++ b/src/server/game/AI/CreatureAI.h @@ -79,9 +79,9 @@ class CreatureAI : public UnitAI public: void Talk(uint8 id, uint64 WhisperGuid = 0); - explicit CreatureAI(Creature* creature) : UnitAI(creature), me(creature), m_MoveInLineOfSight_locked(false) {} + explicit CreatureAI(Creature* creature) : UnitAI(creature), me(creature), m_MoveInLineOfSight_locked(false) { } - virtual ~CreatureAI() {} + virtual ~CreatureAI() { } /// == Reactions At ================================= @@ -95,61 +95,61 @@ class CreatureAI : public UnitAI virtual void EnterEvadeMode(); // Called for reaction at enter to combat if not in combat yet (enemy can be NULL) - virtual void EnterCombat(Unit* /*victim*/) {} + virtual void EnterCombat(Unit* /*victim*/) { } // Called when the creature is killed - virtual void JustDied(Unit* /*killer*/) {} + virtual void JustDied(Unit* /*killer*/) { } // Called when the creature kills a unit - virtual void KilledUnit(Unit* /*victim*/) {} + virtual void KilledUnit(Unit* /*victim*/) { } // Called when the creature summon successfully other creature - virtual void JustSummoned(Creature* /*summon*/) {} - virtual void IsSummonedBy(Unit* /*summoner*/) {} + virtual void JustSummoned(Creature* /*summon*/) { } + virtual void IsSummonedBy(Unit* /*summoner*/) { } - virtual void SummonedCreatureDespawn(Creature* /*summon*/) {} - virtual void SummonedCreatureDies(Creature* /*summon*/, Unit* /*killer*/) {} + virtual void SummonedCreatureDespawn(Creature* /*summon*/) { } + virtual void SummonedCreatureDies(Creature* /*summon*/, Unit* /*killer*/) { } // Called when hit by a spell - virtual void SpellHit(Unit* /*caster*/, SpellInfo const* /*spell*/) {} + virtual void SpellHit(Unit* /*caster*/, SpellInfo const* /*spell*/) { } // Called when spell hits a target - virtual void SpellHitTarget(Unit* /*target*/, SpellInfo const* /*spell*/) {} + virtual void SpellHitTarget(Unit* /*target*/, SpellInfo const* /*spell*/) { } // Called when the creature is target of hostile action: swing, hostile spell landed, fear/etc) - virtual void AttackedBy(Unit* /*attacker*/) {} + virtual void AttackedBy(Unit* /*attacker*/) { } virtual bool IsEscorted() { return false; } // Called when creature is spawned or respawned (for reseting variables) virtual void JustRespawned() { Reset(); } // Called at waypoint reached or point movement finished - virtual void MovementInform(uint32 /*type*/, uint32 /*id*/) {} + virtual void MovementInform(uint32 /*type*/, uint32 /*id*/) { } void OnCharmed(bool apply); // Called at reaching home after evade - virtual void JustReachedHome() {} + virtual void JustReachedHome() { } void DoZoneInCombat(Creature* creature = NULL, float maxRangeToNearestTarget = 50.0f); // Called at text emote receive from player - virtual void ReceiveEmote(Player* /*player*/, uint32 /*emoteId*/) {} + virtual void ReceiveEmote(Player* /*player*/, uint32 /*emoteId*/) { } // Called when owner takes damage - virtual void OwnerAttackedBy(Unit* /*attacker*/) {} + virtual void OwnerAttackedBy(Unit* /*attacker*/) { } // Called when owner attacks something - virtual void OwnerAttacked(Unit* /*target*/) {} + virtual void OwnerAttacked(Unit* /*target*/) { } /// == Triggered Actions Requested ================== // 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*/) {} + //virtual void UpdateAI(const uint32 /*diff*/) { } /// == State checks ================================= @@ -157,7 +157,7 @@ class CreatureAI : public UnitAI //virtual bool IsVisible(Unit*) const { return false; } // called when the corpse of this creature gets removed - virtual void CorpseRemoved(uint32& /*respawnDelay*/) {} + virtual void CorpseRemoved(uint32& /*respawnDelay*/) { } // Called when victim entered water and creature can not enter water //virtual bool CanReachByRangeAttack(Unit*) { return false; } @@ -167,7 +167,7 @@ class CreatureAI : public UnitAI // Pointer to controlled by AI creature //Creature* const me; - virtual void PassengerBoarded(Unit* /*passenger*/, int8 /*seatId*/, bool /*apply*/) {} + virtual void PassengerBoarded(Unit* /*passenger*/, int8 /*seatId*/, bool /*apply*/) { } virtual void OnSpellClick(Unit* /*clicker*/, bool& /*result*/) { } |