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@@ -33,21 +33,24 @@ class GameObjectAI
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explicit GameObjectAI(GameObject* g) : go(g) {}
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virtual ~GameObjectAI() {}
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virtual void UpdateAI(const uint32 /*diff*/) {}
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virtual void UpdateAI(uint32 /*diff*/) {}
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virtual void InitializeAI() { Reset(); }
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virtual void Reset() {};
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static int Permissible(const GameObject* go);
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static int Permissible(GameObject const* go);
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virtual bool GossipHello(Player* /*player*/) {return false;}
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virtual bool GossipSelect(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/) {return false;}
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virtual bool GossipSelectCode(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/, const char* /*code*/) {return false;}
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virtual bool QuestAccept(Player* /*player*/, Quest const* /*quest*/) {return false;}
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virtual bool QuestReward(Player* /*player*/, Quest const* /*quest*/, uint32 /*opt*/) {return false;}
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virtual uint32 GetDialogStatus(Player* /*player*/) {return 100;}
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virtual bool GossipHello(Player* /*player*/) { return false; }
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virtual bool GossipSelect(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/) { return false; }
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virtual bool GossipSelectCode(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/, char const* /*code*/) { return false; }
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virtual bool QuestAccept(Player* /*player*/, Quest const* /*quest*/) { return false; }
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virtual bool QuestReward(Player* /*player*/, Quest const* /*quest*/, uint32 /*opt*/) { return false; }
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virtual uint32 GetDialogStatus(Player* /*player*/) { return 100; }
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virtual void Destroyed(Player* /*player*/, uint32 /*eventId*/) {}
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virtual uint32 GetData(uint32 /*id*/) { return 0; }
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virtual void SetData64(uint32 /*id*/, uint64 /*value*/) {}
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virtual uint64 GetData64(uint32 /*id*/) { return 0; }
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virtual void SetData(uint32 /*id*/, uint32 /*value*/) {}
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virtual void OnGameEvent(bool /*start*/, uint16 /*eventId*/) {}
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virtual void OnStateChanged(uint32 /*state*/, Unit* /*unit*/) { }
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@@ -58,8 +61,8 @@ class NullGameObjectAI : public GameObjectAI
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public:
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explicit NullGameObjectAI(GameObject* g);
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void UpdateAI(const uint32 /*diff*/) {}
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void UpdateAI(uint32 /*diff*/) {}
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static int Permissible(const GameObject* /*go*/) { return PERMIT_BASE_IDLE; }
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static int Permissible(GameObject const* /*go*/) { return PERMIT_BASE_IDLE; }
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};
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#endif
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