Core/Cleanup:
Mostly if(.. -> if (.. and for(.. -> for (.. but also some miscellaneous cleanup
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@@ -27,8 +27,7 @@
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#include "GridNotifiersImpl.h"
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#include "CellImpl.h"
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int
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TotemAI::Permissible(const Creature* creature)
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int TotemAI::Permissible(Creature const* creature)
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{
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if (creature->isTotem())
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return PERMIT_BASE_PROACTIVE;
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@@ -41,8 +40,7 @@ TotemAI::TotemAI(Creature* c) : CreatureAI(c), i_victimGuid(0)
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ASSERT(c->isTotem());
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}
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void
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TotemAI::MoveInLineOfSight(Unit*)
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void TotemAI::MoveInLineOfSight(Unit* /*who*/)
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{
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}
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@@ -51,10 +49,9 @@ void TotemAI::EnterEvadeMode()
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me->CombatStop(true);
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}
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void
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TotemAI::UpdateAI(const uint32 /*diff*/)
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void TotemAI::UpdateAI(uint32 const /*diff*/)
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{
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if (me->ToTotem()->GetTotemType() != TOTEM_ACTIVE)
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if (me->ToTotem()->GetTotemType() != TOTEM_ACTIVE)
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return;
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if (!me->isAlive() || me->IsNonMeleeSpellCasted(false))
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@@ -98,8 +95,7 @@ TotemAI::UpdateAI(const uint32 /*diff*/)
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i_victimGuid = 0;
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}
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void
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TotemAI::AttackStart(Unit*)
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void TotemAI::AttackStart(Unit* /*victim*/)
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{
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// Sentry totem sends ping on attack
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if (me->GetEntry() == SENTRY_TOTEM_ENTRY && me->GetOwner()->GetTypeId() == TYPEID_PLAYER)
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@@ -31,12 +31,12 @@ class TotemAI : public CreatureAI
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explicit TotemAI(Creature* c);
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void MoveInLineOfSight(Unit*);
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void AttackStart(Unit*);
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void MoveInLineOfSight(Unit* who);
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void AttackStart(Unit* victim);
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void EnterEvadeMode();
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void UpdateAI(const uint32);
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static int Permissible(const Creature*);
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void UpdateAI(uint32 const diff);
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static int Permissible(Creature const* creature);
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private:
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uint64 i_victimGuid;
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@@ -82,7 +82,7 @@ namespace FactorySelector
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{
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const CreatureAICreator* factory = iter->second;
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const SelectableAI* p = dynamic_cast<const SelectableAI*>(factory);
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ASSERT(p != NULL);
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ASSERT(p);
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int val = p->Permit(creature);
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if (val > best_val)
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{
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@@ -102,7 +102,7 @@ namespace FactorySelector
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MovementGenerator* selectMovementGenerator(Creature* creature)
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{
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MovementGeneratorRegistry& mv_registry(*MovementGeneratorRepository::instance());
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ASSERT(creature->GetCreatureTemplate() != NULL);
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ASSERT(creature->GetCreatureTemplate());
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const MovementGeneratorCreator* mv_factory = mv_registry.GetRegistryItem(creature->GetDefaultMovementType());
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/* if (mv_factory == NULL)
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