*Fix build.
--HG-- branch : trunk
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@@ -44,7 +44,7 @@ struct PointMovement
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struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI
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{
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ScriptedAI(Creature* creature) : CreatureAI(creature), m_creature(creature), InCombat(false), IsFleeing(false) {}
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ScriptedAI(Creature* creature) : CreatureAI(creature), m_creature(creature), IsFleeing(false) {}
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~ScriptedAI() {}
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//*************
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@@ -98,9 +98,6 @@ struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI
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//Pointer to creature we are manipulating
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Creature* m_creature;
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//Bool for if we are in combat or not
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bool InCombat;
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//For fleeing
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bool IsFleeing;
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@@ -112,7 +109,7 @@ struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI
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void Reset() {}
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//Called at creature aggro either by MoveInLOS or Attack Start
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virtual void Aggro(Unit*) = 0;
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void EnterCombat(Unit*);
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//*************
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//AI Helper Functions
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@@ -208,7 +205,7 @@ struct TRINITY_DLL_DECL NullCreatureAI : public ScriptedAI
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~NullCreatureAI() {}
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void Reset() {}
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void Aggro(Unit*) {}
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void EnterCombat(Unit*) {}
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void MoveInLineOfSight(Unit *) {}
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void AttackStart(Unit *) {}
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void EnterEvadeMode() {}
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