*Integrate Script system to Core
-added ScriptMgr for loading scripts -removed bindings -moved script system to src/game -moved scripts to src/scripts -VC project files updated -cmakes updated (not 100% done yet) NOTE to Devs: -file locations changed -precompiled renamed to ScriptedPch -ecsort_ai renamed to ScriptedEscortAI -follower_ai renamed to ScriptedFollowerAI -guard_ai renamed to ScriptedGuardAI -simple_ai renamed to ScriptedSimpleAI -sc_creature renamed to ScriptedCreature -sc_gossip renamed to ScriptedGossip -sc_instance renamed to ScriptedInstance *use the new headers in scripts, thank you NOTE to ALL: cmake not fully tested, please report any errors with it could make creashes, incompability USE AT YOUR OWN RISK before further tests!! --HG-- branch : trunk
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/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
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* This program is free software licensed under GPL version 2
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* Please see the included DOCS/LICENSE.TXT for more information */
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#ifndef SC_GUARDAI_H
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#define SC_GUARDAI_H
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#define GENERIC_CREATURE_COOLDOWN 5000
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struct TRINITY_DLL_DECL guardAI : public ScriptedAI
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{
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public:
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explicit guardAI(Creature* pCreature);
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~guardAI() {}
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uint32 GlobalCooldown; //This variable acts like the global cooldown that players have (1.5 seconds)
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uint32 BuffTimer; //This variable keeps track of buffs
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void Reset();
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void EnterCombat(Unit *who);
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void JustDied(Unit *Killer);
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void UpdateAI(const uint32 diff);
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//common used for guards in main cities
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void DoReplyToTextEmote(uint32 em);
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};
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struct TRINITY_DLL_DECL guardAI_orgrimmar : public guardAI
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{
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guardAI_orgrimmar(Creature *c) : guardAI(c) {}
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void ReceiveEmote(Player *player, uint32 text_emote);
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};
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struct TRINITY_DLL_DECL guardAI_stormwind : public guardAI
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{
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guardAI_stormwind(Creature *c) : guardAI(c) {}
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void ReceiveEmote(Player *player, uint32 text_emote);
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};
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#endif
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