Code style changes.
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@@ -111,7 +111,7 @@ public final class FighterAI implements Runnable
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// Out of combat follow logic.
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if (!_guard.isInCombat())
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{
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_guard.getAI().setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, (new Location((_player.getLocation().getX() + Rnd.get((_followRange * -1), _followRange)), (_player.getLocation().getY() + Rnd.get((_followRange * -1), _followRange)), _player.getLocation().getZ())));
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_guard.getAI().setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new Location((_player.getLocation().getX() + Rnd.get(_followRange * -1, _followRange)), (_player.getLocation().getY() + Rnd.get(_followRange * -1, _followRange)), _player.getLocation().getZ()));
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}
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}
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}
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@@ -119,7 +119,7 @@ public final class HealerAI implements Runnable
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// Out of combat follow logic.
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if (!_guard.isInCombat())
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{
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_guard.getAI().setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, (new Location((_player.getLocation().getX() + Rnd.get((_followRange * -1), _followRange)), (_player.getLocation().getY() + Rnd.get((_followRange * -1), _followRange)), _player.getLocation().getZ())));
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_guard.getAI().setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new Location((_player.getLocation().getX() + Rnd.get(_followRange * -1, _followRange)), (_player.getLocation().getY() + Rnd.get(_followRange * -1, _followRange)), _player.getLocation().getZ()));
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}
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}
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}
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