Core/AI: Code style and cleanups
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@@ -48,7 +48,7 @@ class SmartAI : public CreatureAI
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{
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public:
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~SmartAI(){};
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explicit SmartAI(Creature *c);
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explicit SmartAI(Creature* c);
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// Start moving to the desired MovePoint
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void StartPath(bool run = false, uint32 path = 0, bool repeat = false, Unit* invoker = NULL);
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@@ -65,7 +65,7 @@ class SmartAI : public CreatureAI
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void SetCombatMove(bool on);
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void SetFollow(Unit* target, float dist = 0.0f, float angle = 0.0f, uint32 credit = 0, uint32 end = 0, uint32 creditType = 0);
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void SetScript9(SmartScriptHolder &e, uint32 entry, Unit* invoker);
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void SetScript9(SmartScriptHolder& e, uint32 entry, Unit* invoker);
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SmartScript* GetScript() { return &mScript; }
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bool IsEscortInvokerInRange();
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@@ -79,7 +79,7 @@ class SmartAI : public CreatureAI
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void JustReachedHome();
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// Called for reaction at enter to combat if not in combat yet (enemy can be NULL)
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void EnterCombat(Unit *enemy);
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void EnterCombat(Unit* enemy);
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// Called for reaction at stopping attack at no attackers or targets
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void EnterEvadeMode();
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@@ -97,7 +97,7 @@ class SmartAI : public CreatureAI
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void AttackStart(Unit* who);
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// Called if IsVisible(Unit *who) is true at each *who move, reaction at visibility zone enter
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void MoveInLineOfSight(Unit *who);
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void MoveInLineOfSight(Unit* who);
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// Called when hit by a spell
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void SpellHit(Unit* pUnit, const SpellInfo* pSpell);
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@@ -124,13 +124,13 @@ class SmartAI : public CreatureAI
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void IsSummonedBy(Unit* summoner);
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// Called at any Damage to any victim (before damage apply)
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void DamageDealt(Unit* done_to, uint32 & damage, DamageEffectType /*damagetype*/);
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void DamageDealt(Unit* done_to, uint32& damage, DamageEffectType /*damagetype*/);
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// Called when a summoned creature dissapears (UnSommoned)
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void SummonedCreatureDespawn(Creature* unit);
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// called when the corpse of this creature gets removed
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void CorpseRemoved(uint32 & respawnDelay);
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void CorpseRemoved(uint32& respawnDelay);
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// Called at World update tick if creature is charmed
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void UpdateAIWhileCharmed(const uint32 diff);
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@@ -163,7 +163,7 @@ class SmartAI : public CreatureAI
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uint64 GetGUID(int32 id = 0);
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//core related
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static int Permissible(const Creature *);
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static int Permissible(const Creature*);
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// Called at movepoint reached
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void MovepointReached(uint32 id);
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@@ -231,7 +231,7 @@ class SmartAI : public CreatureAI
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class SmartGameObjectAI : public GameObjectAI
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{
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public:
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SmartGameObjectAI(GameObject *g) : GameObjectAI(g), go(g) {}
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SmartGameObjectAI(GameObject* g) : GameObjectAI(g), go(g) {}
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~SmartGameObjectAI() {}
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void UpdateAI(const uint32 diff);
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@@ -248,7 +248,7 @@ public:
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uint32 GetDialogStatus(Player* /*player*/);
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void Destroyed(Player* player, uint32 eventId);
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void SetData(uint32 id, uint32 value);
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void SetScript9(SmartScriptHolder &e, uint32 entry, Unit* invoker);
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void SetScript9(SmartScriptHolder& e, uint32 entry, Unit* invoker);
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protected:
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GameObject* const go;
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