[Cosmetic] Apply codestyle "XXX * " and "XXX *" changed to "XXX* " (with some exceptions)
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@@ -34,7 +34,7 @@ class achievement_storm_glory : public AchievementCriteriaScript
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if (source->GetBattlegroundTypeId() != BATTLEGROUND_EY)
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return false;
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Battleground *pEotS = source->GetBattleground();
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Battleground* pEotS = source->GetBattleground();
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if (!pEotS)
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return false;
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@@ -936,7 +936,7 @@ public:
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if (!caster || caster->GetTypeId() != TYPEID_PLAYER)
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return true;
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if (!player->IsInSameRaidWith(static_cast<Player* >(caster)))
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if (!player->IsInSameRaidWith(static_cast<Player*>(caster)))
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return true;
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// Repeating this at every use is ugly and inefficient. But as long as we don't have proper
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@@ -83,7 +83,7 @@ public:
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if (buffTimer <= diff)
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{
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//Find a spell that targets friendly and applies an aura (these are generally buffs)
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SpellInfo const *info = SelectSpell(me, 0, 0, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_AURA);
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SpellInfo const* info = SelectSpell(me, 0, 0, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_AURA);
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if (info && !globalCooldown)
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{
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@@ -111,7 +111,7 @@ public:
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if (me->IsWithinMeleeRange(me->getVictim()))
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{
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bool healing = false;
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SpellInfo const *info = NULL;
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SpellInfo const* info = NULL;
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//Select a healing spell if less than 30% hp
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if (me->HealthBelowPct(30))
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@@ -147,7 +147,7 @@ public:
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if (!me->IsNonMeleeSpellCasted(false))
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{
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bool healing = false;
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SpellInfo const *info = NULL;
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SpellInfo const* info = NULL;
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//Select a healing spell if less than 30% hp ONLY 33% of the time
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if (me->HealthBelowPct(30) && 33 > urand(0, 99))
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@@ -228,7 +228,7 @@ public:
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uint32 buffTimer;
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};
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CreatureAI *GetAI(Creature* creature) const
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CreatureAI* GetAI(Creature* creature) const
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{
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return new guard_genericAI(creature);
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}
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@@ -301,7 +301,7 @@ public:
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bool canTeleport;
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};
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CreatureAI *GetAI(Creature* creature) const
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CreatureAI* GetAI(Creature* creature) const
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{
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return new guard_shattrath_scryerAI(creature);
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}
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@@ -365,7 +365,7 @@ public:
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bool canTeleport;
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};
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CreatureAI *GetAI(Creature* creature) const
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CreatureAI* GetAI(Creature* creature) const
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{
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return new guard_shattrath_aldorAI(creature);
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}
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@@ -66,7 +66,7 @@ public:
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if (BuffTimer <= diff)
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{
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//Find a spell that targets friendly and applies an aura (these are generally buffs)
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SpellInfo const *info = SelectSpell(me, 0, 0, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_AURA);
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SpellInfo const* info = SelectSpell(me, 0, 0, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_AURA);
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if (info && !GlobalCooldown)
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{
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@@ -94,7 +94,7 @@ public:
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if (me->isAttackReady() && !me->IsNonMeleeSpellCasted(false))
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{
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bool Healing = false;
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SpellInfo const *info = NULL;
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SpellInfo const* info = NULL;
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//Select a healing spell if less than 30% hp
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if (HealthBelowPct(30))
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@@ -125,7 +125,7 @@ public:
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if (!me->IsNonMeleeSpellCasted(false))
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{
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bool Healing = false;
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SpellInfo const *info = NULL;
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SpellInfo const* info = NULL;
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//Select a healing spell if less than 30% hp ONLY 33% of the time
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if (HealthBelowPct(30) && rand() % 3 == 0)
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@@ -161,7 +161,7 @@ public:
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}
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};
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CreatureAI *GetAI(Creature* creature) const
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CreatureAI* GetAI(Creature* creature) const
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{
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return new generic_creatureAI(creature);
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}
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@@ -182,7 +182,7 @@ public:
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}
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uint32 timer, interval;
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const SpellInfo * spell;
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const SpellInfo* spell;
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void UpdateAI(const uint32 diff)
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{
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@@ -197,7 +197,7 @@ public:
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}
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};
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CreatureAI *GetAI(Creature* creature) const
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CreatureAI* GetAI(Creature* creature) const
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{
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return new trigger_periodicAI(creature);
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}
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@@ -218,7 +218,7 @@ public:
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}
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};
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CreatureAI *GetAI(Creature* creature) const
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CreatureAI* GetAI(Creature* creature) const
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{
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return new trigger_deathAI(creature);
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}
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