Scripts: Fix some code style issues in scripts
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@@ -2989,7 +2989,7 @@ void SpellMgr::LoadDbcDataCorrections()
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switch (spellInfo->Id)
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{
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case 42730:
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case 42730:
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spellInfo->EffectTriggerSpell[EFFECT_1] = 42739;
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break;
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case 59735:
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@@ -133,7 +133,7 @@ public:
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struct boss_eregosAI : public BossAI
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{
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boss_eregosAI(Creature* creature) : BossAI(creature, DATA_EREGOS_EVENT) { }
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void Reset()
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{
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_Reset();
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@@ -166,7 +166,7 @@ public:
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};
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};
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enum TickingTimeBomb
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enum TickingTimeBomb
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{
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SPELL_TICKING_TIME_BOMB_EXPLODE = 59687
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};
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@@ -189,7 +189,7 @@ class spell_ticking_time_bomb : public SpellScriptLoader
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if (GetCaster() == GetTarget())
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{
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GetTarget()->CastSpell(GetTarget(), SPELL_TICKING_TIME_BOMB_EXPLODE, true);
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}
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}
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}
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void Register()
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@@ -1696,9 +1696,7 @@ public:
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void Reset()
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{
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if (me->GetReactState() != REACT_PASSIVE)
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{
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me->SetReactState(REACT_PASSIVE);
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}
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rebuff = 0;
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}
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@@ -1738,33 +1736,33 @@ public:
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void GotStinged(uint64 casterGUID)
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{
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if(Player* caster = Player::GetPlayer(*me, casterGUID))
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if (Player* caster = Player::GetPlayer(*me, casterGUID))
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{
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uint32 step = caster->GetAuraCount(SPELL_NEURAL_NEEDLE) + 1;
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switch (step)
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{
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case 1:
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DoScriptText(SAY_IMPRISIONED_BERYL_1, me);
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break;
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case 2:
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DoScriptText(SAY_IMPRISIONED_BERYL_2, me, caster);
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break;
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case 3:
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DoScriptText(SAY_IMPRISIONED_BERYL_3, me);
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break;
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case 4:
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DoScriptText(SAY_IMPRISIONED_BERYL_4, me);
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break;
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case 5:
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DoScriptText(SAY_IMPRISIONED_BERYL_5, me);
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break;
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case 6:
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DoScriptText(SAY_IMPRISIONED_BERYL_6, me, caster);
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break;
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case 7:
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DoScriptText(SAY_IMPRISIONED_BERYL_7, me);
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caster->KilledMonsterCredit(25478, 0);
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break;
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case 1:
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DoScriptText(SAY_IMPRISIONED_BERYL_1, me);
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break;
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case 2:
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DoScriptText(SAY_IMPRISIONED_BERYL_2, me, caster);
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break;
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case 3:
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DoScriptText(SAY_IMPRISIONED_BERYL_3, me);
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break;
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case 4:
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DoScriptText(SAY_IMPRISIONED_BERYL_4, me);
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break;
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case 5:
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DoScriptText(SAY_IMPRISIONED_BERYL_5, me);
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break;
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case 6:
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DoScriptText(SAY_IMPRISIONED_BERYL_6, me, caster);
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break;
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case 7:
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DoScriptText(SAY_IMPRISIONED_BERYL_7, me);
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caster->KilledMonsterCredit(NPC_IMPRISONED_BERYL_SORCERER, 0);
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break;
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}
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}
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}
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