Core/Code: Unify codestyle for brackets: {} to { }.
Also added missing copyright to some files.
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@@ -116,7 +116,7 @@ private:
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class EntryCheckPredicate
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{
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public:
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EntryCheckPredicate(uint32 entry) : _entry(entry) {}
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EntryCheckPredicate(uint32 entry) : _entry(entry) { }
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bool operator()(uint64 guid) { return GUID_ENPART(guid) == _entry; }
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private:
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@@ -132,7 +132,7 @@ class DummyEntryCheckPredicate
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struct ScriptedAI : public CreatureAI
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{
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explicit ScriptedAI(Creature* creature);
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virtual ~ScriptedAI() {}
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virtual ~ScriptedAI() { }
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// *************
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//CreatureAI Functions
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@@ -141,34 +141,34 @@ struct ScriptedAI : public CreatureAI
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void AttackStartNoMove(Unit* target);
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// Called at any Damage from any attacker (before damage apply)
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void DamageTaken(Unit* /*attacker*/, uint32& /*damage*/) {}
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void DamageTaken(Unit* /*attacker*/, uint32& /*damage*/) { }
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//Called at World update tick
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virtual void UpdateAI(uint32 diff);
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//Called at creature death
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void JustDied(Unit* /*killer*/) {}
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void JustDied(Unit* /*killer*/) { }
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//Called at creature killing another unit
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void KilledUnit(Unit* /*victim*/) {}
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void KilledUnit(Unit* /*victim*/) { }
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// Called when the creature summon successfully other creature
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void JustSummoned(Creature* /*summon*/) {}
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void JustSummoned(Creature* /*summon*/) { }
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// Called when a summoned creature is despawned
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void SummonedCreatureDespawn(Creature* /*summon*/) {}
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void SummonedCreatureDespawn(Creature* /*summon*/) { }
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// Called when hit by a spell
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void SpellHit(Unit* /*caster*/, SpellInfo const* /*spell*/) {}
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void SpellHit(Unit* /*caster*/, SpellInfo const* /*spell*/) { }
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// Called when spell hits a target
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void SpellHitTarget(Unit* /*target*/, SpellInfo const* /*spell*/) {}
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void SpellHitTarget(Unit* /*target*/, SpellInfo const* /*spell*/) { }
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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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void MovementInform(uint32 /*type*/, uint32 /*id*/) { }
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// Called when AI is temporarily replaced or put back when possess is applied or removed
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void OnPossess(bool /*apply*/) {}
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void OnPossess(bool /*apply*/) { }
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// *************
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// Variables
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@@ -185,10 +185,10 @@ struct ScriptedAI : public CreatureAI
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// *************
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//Called at creature reset either by death or evade
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void Reset() {}
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void Reset() { }
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//Called at creature aggro either by MoveInLOS or Attack Start
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void EnterCombat(Unit* /*victim*/) {}
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void EnterCombat(Unit* /*victim*/) { }
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// Called before EnterCombat even before the creature is in combat.
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void AttackStart(Unit* /*target*/);
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@@ -334,7 +334,7 @@ class BossAI : public ScriptedAI
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{
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public:
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BossAI(Creature* creature, uint32 bossId);
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virtual ~BossAI() {}
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virtual ~BossAI() { }
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InstanceScript* const instance;
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BossBoundaryMap const* GetBoundary() const { return _boundary; }
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@@ -385,7 +385,7 @@ class WorldBossAI : public ScriptedAI
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{
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public:
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WorldBossAI(Creature* creature);
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virtual ~WorldBossAI() {}
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virtual ~WorldBossAI() { }
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void JustSummoned(Creature* summon);
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void SummonedCreatureDespawn(Creature* summon);
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