[Cosmetic] Apply codestyle "XXX * " and "XXX *" changed to "XXX* " (with some exceptions)
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@@ -106,7 +106,7 @@ public:
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{
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me->SetReactState(REACT_PASSIVE);
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if (!me->GetEquipmentId())
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if (const CreatureTemplate *info = sObjectMgr->GetCreatureTemplate(28406))
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if (const CreatureTemplate* info = sObjectMgr->GetCreatureTemplate(28406))
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if (info->equipmentId)
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const_cast<CreatureTemplate*>(me->GetCreatureInfo())->equipmentId = info->equipmentId;
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}
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@@ -625,7 +625,7 @@ public:
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{
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npc_salanar_the_horsemanAI(Creature* c) : ScriptedAI(c) {}
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void SpellHit(Unit* caster, const SpellInfo *spell)
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void SpellHit(Unit* caster, const SpellInfo* spell)
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{
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if (spell->Id == DELIVER_STOLEN_HORSE)
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{
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@@ -71,7 +71,7 @@ public:
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me->RestoreFaction();
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}
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void SpellHit(Unit* caster, const SpellInfo *spell)
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void SpellHit(Unit* caster, const SpellInfo* spell)
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{
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if (spell->Id == SPELL_PERSUASIVE_STRIKE && caster->GetTypeId() == TYPEID_PLAYER && me->isAlive() && !uiSpeech_counter)
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{
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@@ -234,7 +234,7 @@ struct Location
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float x, y, z, o;
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};
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void UpdateWorldState(Map *map, uint32 id, uint32 state)
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void UpdateWorldState(Map* map, uint32 id, uint32 state)
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{
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Map::PlayerList const& players = map->GetPlayers();
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@@ -1311,7 +1311,7 @@ public:
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// pGo->SetPhaseMask(0, true);
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{
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Map *map = me->GetMap(); // search players with in 50 yards for quest credit
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Map* map = me->GetMap(); // search players with in 50 yards for quest credit
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Map::PlayerList const &PlayerList = map->GetPlayers();
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if (!PlayerList.isEmpty())
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{
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