Core/SmartAI: some error checks for actionlists, and enabled lists for GOs
--HG-- branch : trunk
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@@ -65,7 +65,7 @@ class SmartAI : public CreatureAI
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void SetCombatMove(bool on);
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void SetFollow(Unit* target, float dist = 0.0f, float angle = 0.0f, uint32 credit = 0, uint32 end = 0, uint32 creditType = 0);
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void SetScript9(SmartScriptHolder &e, uint32 entry);
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void SetScript9(SmartScriptHolder &e, uint32 entry, Unit* invoker);
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SmartScript* GetScript() { return &mScript; }
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bool IsEscortInvokerInRange();
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@@ -248,6 +248,7 @@ public:
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uint32 GetDialogStatus(Player* /*player*/);
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void Destroyed(Player* player, uint32 eventId);
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void SetData(uint32 id, uint32 value);
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void SetScript9(SmartScriptHolder &e, uint32 entry, Unit* invoker);
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protected:
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GameObject * const go;
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