[8282] Correct typo in SetStoppedByPlayer() and it's related.

Signed-off-by: NoFantasy <nofantasy@nf.no>
This commit is contained in:
NoFantasy 2009-07-31 12:53:51 +02:00
parent a56f9ea6de
commit 8e6386aac0
3 changed files with 10 additions and 10 deletions

View file

@ -106,7 +106,7 @@ bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint3
{
if( i_nextMoveTime.Passed()) // Timer has elapsed, meaning this part controlled it
{
SetStopedByPlayer(false);
SetStoppedByPlayer(false);
// Now we re-set destination to same node and start travel
creature.addUnitState(UNIT_STAT_ROAMING);
if (creature.canFly())
@ -117,11 +117,11 @@ bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint3
}
else // if( !i_nextMoveTime.Passed())
{ // unexpected end of timer && creature stopped && not at end of segment
if (!IsStopedByPlayer())
if (!IsStoppedByPlayer())
{ // Put 30 seconds delay
i_destinationHolder.IncreaseTravelTime(STOP_TIME_FOR_PLAYER);
i_nextMoveTime.Reset(STOP_TIME_FOR_PLAYER);
SetStopedByPlayer(true); // Mark we did it
SetStoppedByPlayer(true); // Mark we did it
}
}
return true; // Abort here this update
@ -194,7 +194,7 @@ bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint3
else // If not stopped then stop it and set the reset of TimeTracker to waittime
{
creature.StopMoving();
SetStopedByPlayer(false);
SetStoppedByPlayer(false);
i_nextMoveTime.Reset(i_path->at(i_currentNode).delay);
++i_currentNode;
if( i_currentNode >= i_path->size() )