Core/Scripts: Code style cleanup in AI base classes, removed duplicate DoAction method

This commit is contained in:
Shauren
2011-03-19 19:41:42 +01:00
parent 0927243278
commit 3b343ac497
7 changed files with 38 additions and 39 deletions
@@ -127,7 +127,7 @@ void ScriptedAI::AttackStartNoMove(Unit* pWho)
DoStartNoMovement(pWho);
}
void ScriptedAI::UpdateAI(const uint32 /*uiDiff*/)
void ScriptedAI::UpdateAI(uint32 const /*diff*/)
{
//Check if we have a current target
if (!UpdateVictim())
@@ -57,7 +57,7 @@ struct ScriptedAI : public CreatureAI
void DamageTaken(Unit* /*attacker*/, uint32& /*damage*/) {}
//Called at World update tick
void UpdateAI(const uint32);
virtual void UpdateAI(uint32 const diff);
//Called at creature death
void JustDied(Unit* /*killer*/) {}
@@ -131,8 +131,6 @@ struct ScriptedAI : public CreatureAI
void DoTeleportTo(float x, float y, float z, uint32 time = 0);
void DoTeleportTo(float const pos[4]);
void DoAction(int32 const /*param*/) {}
//Teleports a player without dropping threat (only teleports to same map)
void DoTeleportPlayer(Unit* unit, float x, float y, float z, float o);
void DoTeleportAll(float x, float y, float z, float o);