*code cleanup
*totally destroyed m_creature, use "me" for future coding --HG-- branch : trunk
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@@ -64,15 +64,15 @@ struct npc_aged_dying_ancient_kodoAI : public ScriptedAI
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{
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if (pWho->GetEntry() == NPC_SMEED)
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{
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if (m_creature->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP))
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if (me->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP))
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return;
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if (m_creature->IsWithinDistInMap(pWho, 10.0f))
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if (me->IsWithinDistInMap(pWho, 10.0f))
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{
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DoScriptText(RAND(SAY_SMEED_HOME_1,SAY_SMEED_HOME_2,SAY_SMEED_HOME_3), pWho);
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//spell have no implemented effect (dummy), so useful to notify spellHit
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DoCast(m_creature, SPELL_KODO_KOMBO_GOSSIP, true);
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DoCast(me, SPELL_KODO_KOMBO_GOSSIP, true);
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}
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}
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}
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@@ -81,7 +81,7 @@ struct npc_aged_dying_ancient_kodoAI : public ScriptedAI
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{
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if (pSpell->Id == SPELL_KODO_KOMBO_GOSSIP)
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{
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m_creature->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
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me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
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m_uiDespawnTimer = 60000;
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}
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}
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@@ -91,11 +91,11 @@ struct npc_aged_dying_ancient_kodoAI : public ScriptedAI
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//timer should always be == 0 unless we already updated entry of creature. Then not expect this updated to ever be in combat.
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if (m_uiDespawnTimer && m_uiDespawnTimer <= diff)
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{
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if (!m_creature->getVictim() && m_creature->isAlive())
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if (!me->getVictim() && me->isAlive())
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{
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Reset();
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m_creature->setDeathState(JUST_DIED);
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m_creature->Respawn();
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me->setDeathState(JUST_DIED);
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me->Respawn();
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return;
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}
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} else m_uiDespawnTimer -= diff;
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