Core/SAI: Fix static analysis issue
Initialize uninitialized value, move class field from public to private. (cherry picked from commit 7dc97c035350f9505a9fba0b8ec2d2037044e586)
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@@ -32,7 +32,7 @@
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SmartAI::SmartAI(Creature* creature) : CreatureAI(creature), mIsCharmed(false), mFollowCreditType(0), mFollowArrivedTimer(0), mFollowCredit(0), mFollowArrivedEntry(0), mFollowDist(0.f), mFollowAngle(0.f),
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_escortState(SMART_ESCORT_NONE), _escortNPCFlags(0), _escortInvokerCheckTimer(1000), _currentWaypointNode(0), _waypointReached(false), _waypointPauseTimer(0), _waypointPauseForced(false), _repeatWaypointPath(false),
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_OOCReached(false), _waypointPathEnded(false), mRun(true), mEvadeDisabled(false), mCanAutoAttack(true), mCanCombatMove(true), mInvincibilityHpLevel(0), mDespawnTime(0), mDespawnState(0), mJustReset(false),
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mConditionsTimer(0), _gossipReturn(false)
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mConditionsTimer(0), _gossipReturn(false), mEscortQuestID(0)
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{
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mHasConditions = sConditionMgr->HasConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE, creature->GetEntry());
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}
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@@ -181,8 +181,6 @@ class TC_GAME_API SmartAI : public CreatureAI
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void QuestReward(Player* player, Quest const* quest, uint32 opt) override;
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void OnGameEvent(bool start, uint16 eventId) override;
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uint32 mEscortQuestID;
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void SetDespawnTime (uint32 t, uint32 r = 0)
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{
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mDespawnTime = t;
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@@ -198,6 +196,8 @@ class TC_GAME_API SmartAI : public CreatureAI
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void SetGossipReturn(bool val) { _gossipReturn = val; }
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void SetEscortQuest(uint32 questID) { mEscortQuestID = questID; }
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private:
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bool AssistPlayerInCombatAgainst(Unit* who);
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void ReturnToLastOOCPos();
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@@ -246,6 +246,8 @@ class TC_GAME_API SmartAI : public CreatureAI
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// Gossip
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bool _gossipReturn;
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uint32 mEscortQuestID;
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};
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class TC_GAME_API SmartGameObjectAI : public GameObjectAI
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@@ -1353,7 +1353,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
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uint32 quest = e.action.wpStart.quest;
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uint32 DespawnTime = e.action.wpStart.despawnTime;
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ENSURE_AI(SmartAI, me->AI())->mEscortQuestID = quest;
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ENSURE_AI(SmartAI, me->AI())->SetEscortQuest(quest);
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ENSURE_AI(SmartAI, me->AI())->SetDespawnTime(DespawnTime);
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break;
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}
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