Code Style (game + scripts only):
">=" --> " >= " (when needed) " >=" --> " >=" ">= " --> ">= " "<=" --> " <= " (when needed) " <=" --> " <=" "<= " --> "<= " " ==" --> " ==" "== " --> "== " --HG-- branch : trunk
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@@ -87,7 +87,7 @@ class CreatureAI : public UnitAI
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virtual ~CreatureAI() {}
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/// == Reactions At =================================
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/// == Reactions At =================================
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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_Safe(Unit *who);
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@@ -146,7 +146,7 @@ class CreatureAI : public UnitAI
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// Called at text emote receive from player
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virtual void ReceiveEmote(Player* pPlayer, uint32 text_emote) {}
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/// == Triggered Actions Requested ==================
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/// == Triggered Actions Requested ==================
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// Called when creature attack expected (if creature can and no have current victim)
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// Note: for reaction at hostile action must be called AttackedBy function.
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@@ -155,7 +155,7 @@ class CreatureAI : public UnitAI
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// Called at World update tick
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//virtual void UpdateAI(const uint32 diff) {}
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/// == State checks =================================
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/// == State checks =================================
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// Is unit visible for MoveInLineOfSight
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//virtual bool IsVisible(Unit *) const { return false; }
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@@ -166,7 +166,7 @@ class CreatureAI : public UnitAI
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// Called when victim entered water and creature can not enter water
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//virtual bool canReachByRangeAttack(Unit*) { return false; }
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/// == Fields =======================================
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/// == Fields =======================================
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// Pointer to controlled by AI creature
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//Creature* const m_creature;
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