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
@@ -1045,7 +1045,7 @@ public:
else
{
if (Creature *car = Unit::GetCreature(*me, carGUID))
car->AI()->DoAction();
car->AI()->DoAction(0);
IntroPhase = 0;
}
} else IntroTimer-=diff;
@@ -68,7 +68,7 @@ public:
{
pPlayer->CLOSE_GOSSIP_MENU();
CAST_AI(npc_sergeant_bly::npc_sergeant_blyAI,pCreature->AI())->PlayerGUID = pPlayer->GetGUID();
pCreature->AI()->DoAction();
pCreature->AI()->DoAction(0);
}
return true;
}
@@ -132,7 +132,7 @@ public:
case 1:
//weegli doesn't fight - he goes & blows up the door
if (Creature* pWeegli = pInstance->instance->GetCreature(pInstance->GetData64(ENTRY_WEEGLI)))
pWeegli->AI()->DoAction();
pWeegli->AI()->DoAction(0);
DoScriptText(SAY_1,me);
Text_Timer = 5000;
break;
@@ -268,7 +268,7 @@ public:
{
pPlayer->CLOSE_GOSSIP_MENU();
//here we make him run to door, set the charge and run away off to nowhere
pCreature->AI()->DoAction();
pCreature->AI()->DoAction(0);
}
return true;
}