*Fix critter AI.
*Some AI structure change. --HG-- branch : trunk
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@@ -23,22 +23,38 @@
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#include "CreatureAI.h"
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class TRINITY_DLL_DECL NullCreatureAI : public CreatureAI
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class TRINITY_DLL_DECL PassiveAI : public CreatureAI
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{
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public:
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NullCreatureAI(Creature &) {}
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NullCreatureAI() {}
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~NullCreatureAI();
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PassiveAI(Creature *c) : CreatureAI(c) {}
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~PassiveAI() {}
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void MoveInLineOfSight(Unit *) {}
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void AttackStart(Unit *) {}
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void EnterEvadeMode() {}
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bool IsVisible(Unit *) const { return false; }
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void UpdateAI(const uint32) {}
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static int Permissible(const Creature *) { return PERMIT_BASE_IDLE; }
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};
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class TRINITY_DLL_DECL NullCreatureAI : public PassiveAI
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{
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public:
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NullCreatureAI(Creature *c) : PassiveAI(c) {}
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~NullCreatureAI();
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void EnterEvadeMode() {}
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};
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class TRINITY_DLL_DECL CritterAI : public PassiveAI
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{
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public:
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CritterAI(Creature *c) : PassiveAI(c) {}
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~CritterAI();
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void DamageTaken(Unit *done_by, uint32 & /*damage*/);
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void EnterEvadeMode();
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};
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#endif
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