Core/Scripts: Code style cleanup in AI base classes, removed duplicate DoAction method
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@@ -1045,7 +1045,7 @@ public:
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else
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{
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if (Creature *car = Unit::GetCreature(*me, carGUID))
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car->AI()->DoAction();
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car->AI()->DoAction(0);
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IntroPhase = 0;
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}
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} else IntroTimer-=diff;
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@@ -68,7 +68,7 @@ public:
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{
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pPlayer->CLOSE_GOSSIP_MENU();
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CAST_AI(npc_sergeant_bly::npc_sergeant_blyAI,pCreature->AI())->PlayerGUID = pPlayer->GetGUID();
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pCreature->AI()->DoAction();
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pCreature->AI()->DoAction(0);
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}
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return true;
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}
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@@ -132,7 +132,7 @@ public:
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case 1:
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//weegli doesn't fight - he goes & blows up the door
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if (Creature* pWeegli = pInstance->instance->GetCreature(pInstance->GetData64(ENTRY_WEEGLI)))
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pWeegli->AI()->DoAction();
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pWeegli->AI()->DoAction(0);
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DoScriptText(SAY_1,me);
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Text_Timer = 5000;
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break;
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@@ -268,7 +268,7 @@ public:
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{
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pPlayer->CLOSE_GOSSIP_MENU();
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//here we make him run to door, set the charge and run away off to nowhere
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pCreature->AI()->DoAction();
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pCreature->AI()->DoAction(0);
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}
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return true;
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}
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