[Cosmetic] Apply codestyle "XXX * " and "XXX *" changed to "XXX* " (with some exceptions)
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@@ -18,7 +18,7 @@
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#include "GameObjectAI.h"
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//GameObjectAI::GameObjectAI(GameObject *g) : go(g) {}
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//GameObjectAI::GameObjectAI(GameObject* g) : go(g) {}
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int GameObjectAI::Permissible(const GameObject* go)
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{
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if (go->GetAIName() == "GameObjectAI")
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@@ -259,7 +259,7 @@ void PetAI::UpdateAllies()
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m_AllySet.insert(me->GetGUID());
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if (group) //add group
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{
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for (GroupReference *itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
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for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
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{
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Player* Target = itr->getSource();
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if (!Target || !group->SameSubGroup((Player*)owner, Target))
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@@ -42,7 +42,7 @@ void UnitAI::DoMeleeAttackIfReady()
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if (me->HasUnitState(UNIT_STAT_CASTING))
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return;
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Unit *victim = me->getVictim();
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Unit* victim = me->getVictim();
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//Make sure our attack is ready and we aren't currently casting before checking distance
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if (me->isAttackReady() && me->IsWithinMeleeRange(victim))
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{
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@@ -1017,7 +1017,7 @@ void CreatureEventAI::AttackStart(Unit* who)
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}
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}
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void CreatureEventAI::MoveInLineOfSight(Unit *who)
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void CreatureEventAI::MoveInLineOfSight(Unit* who)
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{
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if (me->getVictim())
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return;
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@@ -96,7 +96,7 @@ class SmartAI : public CreatureAI
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// Tell creature to attack and follow the victim
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void AttackStart(Unit* who);
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// Called if IsVisible(Unit *who) is true at each *who move, reaction at visibility zone enter
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// Called if IsVisible(Unit* who) is true at each *who move, reaction at visibility zone enter
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void MoveInLineOfSight(Unit* who);
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// Called when hit by a spell
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