oops, now it builds (and a bonus refactor that annoyed me)
# Conflicts: # src/server/game/AI/SmartScripts/SmartAI.cpp # src/server/game/AI/SmartScripts/SmartAI.h # src/server/game/AI/SmartScripts/SmartScript.cpp # src/server/game/AI/SmartScripts/SmartScript.h
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@@ -597,16 +597,20 @@ bool SmartAI::AssistPlayerInCombatAgainst(Unit* who)
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void SmartAI::InitializeAI()
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{
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GetScript()->OnInitialize(me);
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mDespawnTime = 0;
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mDespawnState = 0;
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_escortState = SMART_ESCORT_NONE;
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me->SetVisible(true);
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if (me->GetFaction() != me->GetCreatureTemplate()->faction)
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me->RestoreFaction();
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if (!me->isDead())
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{
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GetScript()->ProcessEventsFor(SMART_EVENT_RESPAWN);
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GetScript()->OnReset();
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}
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GetScript()->ProcessEventsFor(SMART_EVENT_RESPAWN);
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mFollowGuid.Clear(); // do not reset follower on Reset(), we need it after combat evade
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mFollowDist = 0;
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mFollowAngle = 0;
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@@ -738,17 +742,6 @@ void SmartAI::PassengerBoarded(Unit* who, int8 seatId, bool apply)
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GetScript()->ProcessEventsFor(apply ? SMART_EVENT_PASSENGER_BOARDED : SMART_EVENT_PASSENGER_REMOVED, who, uint32(seatId), 0, apply);
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}
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void SmartAI::InitializeAI()
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{
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GetScript()->OnInitialize(me);
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if (!me->isDead())
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{
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GetScript()->OnReset();
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GetScript()->ProcessEventsFor(SMART_EVENT_RESPAWN);
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}
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}
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void SmartAI::OnCharmed(bool apply)
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{
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if (apply) // do this before we change charmed state, as charmed state might prevent these things from processing
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@@ -928,9 +921,9 @@ void SmartAI::StopFollow(bool complete)
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GetScript()->ProcessEventsFor(SMART_EVENT_FOLLOW_COMPLETED, player);
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}
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void SmartAI::SetScript9(SmartScriptHolder& e, uint32 entry, Unit* invoker)
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void SmartAI::SetTimedActionList(SmartScriptHolder& e, uint32 entry, Unit* invoker)
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{
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GetScript()->SetScript9(e, entry, invoker);
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GetScript()->SetTimedActionList(e, entry, invoker);
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}
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void SmartAI::OnGameEvent(bool start, uint16 eventId)
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@@ -1047,9 +1040,9 @@ void SmartGameObjectAI::SetData(uint32 id, uint32 value, Unit* invoker)
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GetScript()->ProcessEventsFor(SMART_EVENT_DATA_SET, invoker, id, value);
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}
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void SmartGameObjectAI::SetScript9(SmartScriptHolder& e, uint32 entry, Unit* invoker)
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void SmartGameObjectAI::SetTimedActionList(SmartScriptHolder& e, uint32 entry, Unit* invoker)
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{
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GetScript()->SetScript9(e, entry, invoker);
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GetScript()->SetTimedActionList(e, entry, invoker);
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}
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void SmartGameObjectAI::OnGameEvent(bool start, uint16 eventId)
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