Code Style (game + scripts only):

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

--HG--
branch : trunk
This commit is contained in:
Spp
2010-04-08 08:20:08 +02:00
parent 46f0674e23
commit 4635fbc020
54 changed files with 270 additions and 270 deletions

View File

@@ -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);