Core/Scripts: Code style cleanup in AI base classes, removed duplicate DoAction method
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@@ -127,7 +127,7 @@ void ScriptedAI::AttackStartNoMove(Unit* pWho)
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DoStartNoMovement(pWho);
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}
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void ScriptedAI::UpdateAI(const uint32 /*uiDiff*/)
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void ScriptedAI::UpdateAI(uint32 const /*diff*/)
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{
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//Check if we have a current target
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if (!UpdateVictim())
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@@ -57,7 +57,7 @@ struct ScriptedAI : public CreatureAI
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void DamageTaken(Unit* /*attacker*/, uint32& /*damage*/) {}
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//Called at World update tick
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void UpdateAI(const uint32);
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virtual void UpdateAI(uint32 const diff);
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//Called at creature death
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void JustDied(Unit* /*killer*/) {}
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@@ -131,8 +131,6 @@ struct ScriptedAI : public CreatureAI
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void DoTeleportTo(float x, float y, float z, uint32 time = 0);
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void DoTeleportTo(float const pos[4]);
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void DoAction(int32 const /*param*/) {}
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//Teleports a player without dropping threat (only teleports to same map)
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void DoTeleportPlayer(Unit* unit, float x, float y, float z, float o);
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void DoTeleportAll(float x, float y, float z, float o);
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