Core/Script: Clean-Up in Scripts.
Creature* c -> Creature* creature Signed-off-by: Gyx <[email protected]>
This commit is contained in:
@@ -75,7 +75,7 @@ public:
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struct mob_mature_netherwing_drakeAI : public ScriptedAI
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{
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mob_mature_netherwing_drakeAI(Creature* c) : ScriptedAI(c) { }
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mob_mature_netherwing_drakeAI(Creature* creature) : ScriptedAI(creature) { }
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uint64 uiPlayerGUID;
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@@ -206,7 +206,7 @@ public:
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struct mob_enslaved_netherwing_drakeAI : public ScriptedAI
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{
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mob_enslaved_netherwing_drakeAI(Creature* c) : ScriptedAI(c)
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mob_enslaved_netherwing_drakeAI(Creature* creature) : ScriptedAI(creature)
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{
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PlayerGUID = 0;
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Tapped = false;
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@@ -338,7 +338,7 @@ public:
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struct mob_dragonmaw_peonAI : public ScriptedAI
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{
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mob_dragonmaw_peonAI(Creature* c) : ScriptedAI(c) {}
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mob_dragonmaw_peonAI(Creature* creature) : ScriptedAI(creature) {}
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uint64 PlayerGUID;
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bool Tapped;
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@@ -714,7 +714,7 @@ public:
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struct npc_overlord_morghorAI : public ScriptedAI
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{
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npc_overlord_morghorAI(Creature* c) : ScriptedAI(c) {}
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npc_overlord_morghorAI(Creature* creature) : ScriptedAI(creature) {}
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uint64 PlayerGUID;
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uint64 IllidanGUID;
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@@ -1167,7 +1167,7 @@ public:
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struct mob_torloth_the_magnificentAI : public ScriptedAI
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{
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mob_torloth_the_magnificentAI(Creature* c) : ScriptedAI(c) {}
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mob_torloth_the_magnificentAI(Creature* creature) : ScriptedAI(creature) {}
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uint32 AnimationTimer, SpellTimer1, SpellTimer2, SpellTimer3;
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@@ -1329,7 +1329,7 @@ public:
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struct npc_lord_illidan_stormrageAI : public ScriptedAI
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{
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npc_lord_illidan_stormrageAI(Creature* c) : ScriptedAI(c) {}
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npc_lord_illidan_stormrageAI(Creature* creature) : ScriptedAI(creature) {}
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uint64 PlayerGUID;
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@@ -1474,7 +1474,7 @@ public:
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struct mob_illidari_spawnAI : public ScriptedAI
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{
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mob_illidari_spawnAI(Creature* c) : ScriptedAI(c) {}
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mob_illidari_spawnAI(Creature* creature) : ScriptedAI(creature) {}
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uint64 LordIllidanGUID;
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uint32 SpellTimer1, SpellTimer2, SpellTimer3;
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@@ -1725,7 +1725,7 @@ public:
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struct npc_enraged_spiritAI : public ScriptedAI
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{
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npc_enraged_spiritAI(Creature* c) : ScriptedAI(c) {}
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npc_enraged_spiritAI(Creature* creature) : ScriptedAI(creature) {}
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void Reset() { }
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