From 4635fbc0201846721287a1eb730491262237babd Mon Sep 17 00:00:00 2001 From: Spp Date: Thu, 8 Apr 2010 08:20:08 +0200 Subject: Code Style (game + scripts only): "!=" --> " != " (when needed) " !=" --> " !=" "!= " --> "!= " --HG-- branch : trunk --- src/game/ScriptedGuardAI.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/game/ScriptedGuardAI.cpp') diff --git a/src/game/ScriptedGuardAI.cpp b/src/game/ScriptedGuardAI.cpp index e99815aa7e5..83cc8c20479 100644 --- a/src/game/ScriptedGuardAI.cpp +++ b/src/game/ScriptedGuardAI.cpp @@ -143,7 +143,7 @@ void guardAI::UpdateAI(const uint32 diff) if (info && !GlobalCooldown) { //If we are currently moving stop us and set the movement generator - if ((*m_creature).GetMotionMaster()->GetCurrentMovementGeneratorType()!=IDLE_MOTION_TYPE) + if ((*m_creature).GetMotionMaster()->GetCurrentMovementGeneratorType() != IDLE_MOTION_TYPE) { (*m_creature).GetMotionMaster()->Clear(false); (*m_creature).GetMotionMaster()->MoveIdle(); @@ -157,7 +157,7 @@ void guardAI::UpdateAI(const uint32 diff) GlobalCooldown = GENERIC_CREATURE_COOLDOWN; } //If no spells available and we arn't moving run to target - else if ((*m_creature).GetMotionMaster()->GetCurrentMovementGeneratorType()!=TARGETED_MOTION_TYPE) + else if ((*m_creature).GetMotionMaster()->GetCurrentMovementGeneratorType() != TARGETED_MOTION_TYPE) { //Cancel our current spell and then mutate new movement generator m_creature->InterruptNonMeleeSpells(false); -- cgit v1.2.3