Core/SAI: Remove some unused conditions related code
SAI conditions were implemented in a different way than initially planned Signed-off-by: Nay <[email protected]>
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@@ -2901,23 +2901,6 @@ void SmartScript::InstallEvents()
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}
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}
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bool SmartScript::ConditionValid(Unit* u, int32 c, int32 v1, int32 v2, int32 v3)
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{
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if (c == 0)
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return true;
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if (!u || !u->ToPlayer())
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return false;
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Condition cond;
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cond.ConditionType = ConditionTypes(uint32(c));
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cond.ConditionValue1 = uint32(v1);
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cond.ConditionValue1 = uint32(v2);
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cond.ConditionValue1 = uint32(v3);
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ConditionSourceInfo srcInfo = ConditionSourceInfo(u->ToPlayer());
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return cond.Meets(srcInfo);
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}
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void SmartScript::OnUpdate(uint32 const diff)
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{
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if ((mScriptType == SMART_SCRIPT_TYPE_CREATURE || mScriptType == SMART_SCRIPT_TYPE_GAMEOBJECT) && !GetBaseObject())
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@@ -83,8 +83,6 @@ class SmartScript
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return obj && obj->GetTypeId() == TYPEID_GAMEOBJECT;
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}
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bool ConditionValid(Unit* u, int32 c, int32 v1, int32 v2, int32 v3);
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void OnUpdate(const uint32 diff);
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void OnMoveInLineOfSight(Unit* who);
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@@ -22,7 +22,6 @@
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#include "Creature.h"
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#include "CreatureAI.h"
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#include "Unit.h"
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#include "ConditionMgr.h"
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#include "Spell.h"
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//#include "SmartScript.h"
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@@ -1391,26 +1390,6 @@ class SmartAIMgr
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}
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return true;
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}
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/*inline bool IsConditionValid(SmartScriptHolder e, int32 t, int32 v1, int32 v2, int32 v3)
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{
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bool error = false;
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if (t > 0 && v1 >= 0 && v2 >= 0 && v3 >= 0)
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{
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Condition cond;
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cond.mConditionType = ConditionType(t);
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cond.mConditionValue1 = uint32(v1);
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cond.mConditionValue2 = uint32(v2);
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cond.mConditionValue3 = uint32(v3);
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if (!sConditionMgr->isConditionTypeValid(&cond))
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error = true;
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}
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if (error)
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{
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sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u uses invalid Condition, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType());
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return false;
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}
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return true;
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}*/
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bool IsTextEmoteValid(SmartScriptHolder const& e, uint32 entry)
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{
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