*Update creature AI functions.
--HG-- branch : trunk
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@@ -58,9 +58,6 @@ struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI
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void AttackStart(Unit *);
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void AttackStart(Unit *, bool melee);
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//Called at stoping attack by any attacker
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void EnterEvadeMode();
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// Called at any Damage from any attacker (before damage apply)
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void DamageTaken(Unit *done_by, uint32 &damage) {}
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@@ -85,9 +82,6 @@ struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI
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// Called when spell hits a target
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void SpellHitTarget(Unit* target, const SpellEntry*) {}
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// Called when creature is spawned or respawned (for reseting variables)
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void JustRespawned();
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//Called at waypoint reached or PointMovement end
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void MovementInform(uint32 type, uint32 id){}
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@@ -204,20 +198,6 @@ struct TRINITY_DLL_DECL Scripted_NoMovementAI : public ScriptedAI
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void AttackStart(Unit *);
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};
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struct TRINITY_DLL_DECL NullCreatureAI : public ScriptedAI
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{
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NullCreatureAI(Creature* c) : ScriptedAI(c) {}
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~NullCreatureAI() {}
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void Reset() {}
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void EnterCombat(Unit*) {}
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void MoveInLineOfSight(Unit *) {}
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void AttackStart(Unit *) {}
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void EnterEvadeMode() {}
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void UpdateAI(const uint32) {}
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};
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struct TRINITY_DLL_DECL BossAI : public ScriptedAI
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{
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BossAI(Creature *c, uint32 id) : ScriptedAI(c), bossId(id)
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