*More cleanup of scripts.
--HG-- branch : trunk
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@@ -24,6 +24,8 @@
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#define CAST_AI(a,b) (static_cast<a*>(b))
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#endif
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#define GET_SPELL(a) (const_cast<SpellEntry*>(GetSpellStore()->LookupEntry(a)))
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class ScriptedInstance;
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class SummonList : private std::list<uint64>
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@@ -68,10 +70,10 @@ struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI
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void UpdateAI(const uint32);
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//Called at creature death
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void JustDied(Unit*){}
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void JustDied(Unit* who){}
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//Called at creature killing another unit
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void KilledUnit(Unit*){}
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void KilledUnit(Unit* who){}
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// Called when the creature summon successfully other creature
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void JustSummoned(Creature* ) {}
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@@ -111,7 +113,7 @@ struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI
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void Reset() {}
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//Called at creature aggro either by MoveInLOS or Attack Start
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void EnterCombat(Unit*) {}
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void EnterCombat(Unit* who) {}
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//*************
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//AI Helper Functions
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@@ -199,10 +201,10 @@ struct TRINITY_DLL_DECL Scripted_NoMovementAI : public ScriptedAI
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Scripted_NoMovementAI(Creature* creature) : ScriptedAI(creature) {}
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//Called if IsVisible(Unit *who) is true at each *who move
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//void MoveInLineOfSight(Unit*);
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//void MoveInLineOfSight(Unit* who);
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//Called at each attack of m_creature by any victim
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void AttackStart(Unit*);
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void AttackStart(Unit* who);
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};
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struct TRINITY_DLL_DECL BossAI : public ScriptedAI
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