*AI structure update.
--HG-- branch : trunk
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@@ -33,7 +33,7 @@ GameObject* FindGameObject(uint32 entry, float range, Unit* Finder);
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struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI
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{
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ScriptedAI(Creature* creature) : m_creature(creature), InCombat(false), IsFleeing(false) {}
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ScriptedAI(Creature* creature) : CreatureAI(creature), m_creature(creature), InCombat(false), IsFleeing(false) {}
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~ScriptedAI() {}
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//*************
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@@ -53,9 +53,6 @@ struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI
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// Called at any Damage from any attacker (before damage apply)
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void DamageTaken(Unit *done_by, uint32 &damage) {}
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//Is unit visible for MoveInLineOfSight
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bool IsVisible(Unit *who) const;
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//Called at World update tick
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void UpdateAI(const uint32);
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