Scripts: Reorder file names in Commands/CMakeList file and cosmetic changes in all scripts
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@@ -58,7 +58,7 @@ class mob_av_marshal_or_warmaster : public CreatureScript
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struct mob_av_marshal_or_warmasterAI : public ScriptedAI
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{
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mob_av_marshal_or_warmasterAI(Creature *c) : ScriptedAI(c) {}
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mob_av_marshal_or_warmasterAI(Creature* c) : ScriptedAI(c) {}
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uint32 uiChargeTimer;
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uint32 uiCleaveTimer;
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@@ -48,7 +48,7 @@ public:
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struct mob_water_elementalAI : public ScriptedAI
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{
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mob_water_elementalAI(Creature *c) : ScriptedAI(c) {}
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mob_water_elementalAI(Creature* c) : ScriptedAI(c) {}
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uint32 uiWaterBoltTimer;
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uint64 uiBalindaGUID;
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@@ -74,7 +74,7 @@ public:
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// check if creature is not outside of building
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if (uiResetTimer < diff)
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{
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if (Creature *pBalinda = Unit::GetCreature(*me, uiBalindaGUID))
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if (Creature* pBalinda = Unit::GetCreature(*me, uiBalindaGUID))
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if (me->GetDistance2d(pBalinda->GetHomePosition().GetPositionX(), pBalinda->GetHomePosition().GetPositionY()) > 50)
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EnterEvadeMode();
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uiResetTimer = 5*IN_MILLISECONDS;
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@@ -84,7 +84,7 @@ public:
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}
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};
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CreatureAI *GetAI(Creature *creature) const
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CreatureAI *GetAI(Creature* creature) const
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{
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return new mob_water_elementalAI(creature);
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}
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@@ -97,7 +97,7 @@ public:
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struct boss_balindaAI : public ScriptedAI
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{
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boss_balindaAI(Creature *c) : ScriptedAI(c), Summons(me) {}
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boss_balindaAI(Creature* c) : ScriptedAI(c), Summons(me) {}
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uint32 uiArcaneExplosionTimer;
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uint32 uiConeOfColdTimer;
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@@ -194,7 +194,7 @@ public:
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}
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};
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CreatureAI *GetAI(Creature *creature) const
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CreatureAI *GetAI(Creature* creature) const
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{
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return new boss_balindaAI(creature);
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}
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@@ -48,7 +48,7 @@ public:
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struct boss_drektharAI : public ScriptedAI
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{
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boss_drektharAI(Creature *c) : ScriptedAI(c) {}
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boss_drektharAI(Creature* c) : ScriptedAI(c) {}
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uint32 uiWhirlwindTimer;
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uint32 uiWhirlwind2Timer;
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@@ -128,7 +128,7 @@ public:
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}
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};
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CreatureAI *GetAI(Creature *creature) const
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CreatureAI *GetAI(Creature* creature) const
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{
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return new boss_drektharAI(creature);
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}
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@@ -39,7 +39,7 @@ public:
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struct boss_galvangarAI : public ScriptedAI
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{
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boss_galvangarAI(Creature *c) : ScriptedAI(c) {}
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boss_galvangarAI(Creature* c) : ScriptedAI(c) {}
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uint32 uiCleaveTimer;
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uint32 uiFrighteningShoutTimer;
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@@ -118,7 +118,7 @@ public:
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}
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};
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CreatureAI *GetAI(Creature *creature) const
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CreatureAI *GetAI(Creature* creature) const
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{
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return new boss_galvangarAI(creature);
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}
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@@ -46,7 +46,7 @@ public:
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struct boss_vanndarAI : public ScriptedAI
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{
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boss_vanndarAI(Creature *c) : ScriptedAI(c) {}
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boss_vanndarAI(Creature* c) : ScriptedAI(c) {}
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uint32 uiAvatarTimer;
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uint32 uiThunderclapTimer;
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@@ -118,7 +118,7 @@ public:
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}
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};
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CreatureAI *GetAI(Creature *creature) const
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CreatureAI *GetAI(Creature* creature) const
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{
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return new boss_vanndarAI(creature);
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}
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