Code Style (game + scripts only):

">=" --> " >= " (when needed)
"  >=" --> " >="
">=  " --> ">= "
"<=" --> " <= " (when needed)
"  <=" --> " <="
"<=  " --> "<= "
" ==" --> " =="
"==  " --> "== "

--HG--
branch : trunk
This commit is contained in:
Spp
2010-04-07 23:56:35 +02:00
parent 2454c290b8
commit 46f0674e23
54 changed files with 159 additions and 159 deletions
+4 -4
View File
@@ -87,7 +87,7 @@ class CreatureAI : public UnitAI
virtual ~CreatureAI() {}
/// == Reactions At =================================
/// == Reactions At =================================
// Called if IsVisible(Unit *who) is true at each *who move, reaction at visibility zone enter
void MoveInLineOfSight_Safe(Unit *who);
@@ -146,7 +146,7 @@ class CreatureAI : public UnitAI
// Called at text emote receive from player
virtual void ReceiveEmote(Player* pPlayer, uint32 text_emote) {}
/// == Triggered Actions Requested ==================
/// == 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.
@@ -155,7 +155,7 @@ class CreatureAI : public UnitAI
// Called at World update tick
//virtual void UpdateAI(const uint32 diff) {}
/// == State checks =================================
/// == State checks =================================
// Is unit visible for MoveInLineOfSight
//virtual bool IsVisible(Unit *) const { return false; }
@@ -166,7 +166,7 @@ class CreatureAI : public UnitAI
// Called when victim entered water and creature can not enter water
//virtual bool canReachByRangeAttack(Unit*) { return false; }
/// == Fields =======================================
/// == Fields =======================================
// Pointer to controlled by AI creature
//Creature* const m_creature;