Scripts/SmartAI: SetData now has an invoker (if the setting is done b…
…y something using SmartAI). Also, some refactors.
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@@ -759,9 +759,9 @@ uint32 SmartAI::GetData(uint32 /*id*/) const
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return 0;
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}
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void SmartAI::SetData(uint32 id, uint32 value)
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void SmartAI::SetData(uint32 id, uint32 value, Unit* invoker)
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{
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GetScript()->ProcessEventsFor(SMART_EVENT_DATA_SET, nullptr, id, value);
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GetScript()->ProcessEventsFor(SMART_EVENT_DATA_SET, invoker, id, value);
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}
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void SmartAI::SetGUID(ObjectGuid const& /*guid*/, int32 /*id*/) { }
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@@ -1024,9 +1024,9 @@ void SmartGameObjectAI::Destroyed(Player* player, uint32 eventId)
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GetScript()->ProcessEventsFor(SMART_EVENT_DEATH, player, eventId, 0, false, nullptr, me);
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}
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void SmartGameObjectAI::SetData(uint32 id, uint32 value)
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void SmartGameObjectAI::SetData(uint32 id, uint32 value, Unit* invoker)
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{
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GetScript()->ProcessEventsFor(SMART_EVENT_DATA_SET, nullptr, id, value);
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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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