Core: Some function renaming.
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@@ -52,7 +52,7 @@ void FollowerAI::AttackStart(Unit* who)
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//The flag (type_flag) is unconfirmed, but used here for further research and is a good candidate.
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bool FollowerAI::AssistPlayerInCombat(Unit* who)
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{
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if (!who || !who->getVictim())
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if (!who || !who->GetVictim())
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return false;
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//experimental (unknown) flag not present
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@@ -60,7 +60,7 @@ bool FollowerAI::AssistPlayerInCombat(Unit* who)
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return false;
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//not a player
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if (!who->getVictim()->GetCharmerOrOwnerPlayerOrPlayerItself())
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if (!who->GetVictim()->GetCharmerOrOwnerPlayerOrPlayerItself())
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return false;
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//never attack friendly
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@@ -71,7 +71,7 @@ bool FollowerAI::AssistPlayerInCombat(Unit* who)
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if (me->IsWithinDistInMap(who, MAX_PLAYER_DISTANCE) && me->IsWithinLOSInMap(who))
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{
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//already fighting someone?
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if (!me->getVictim())
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if (!me->GetVictim())
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{
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AttackStart(who);
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return true;
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@@ -102,7 +102,7 @@ void FollowerAI::MoveInLineOfSight(Unit* who)
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float fAttackRadius = me->GetAttackDistance(who);
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if (me->IsWithinDistInMap(who, fAttackRadius) && me->IsWithinLOSInMap(who))
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{
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if (!me->getVictim())
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if (!me->GetVictim())
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{
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who->RemoveAurasByType(SPELL_AURA_MOD_STEALTH);
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AttackStart(who);
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@@ -186,7 +186,7 @@ void FollowerAI::EnterEvadeMode()
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void FollowerAI::UpdateAI(uint32 uiDiff)
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{
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if (HasFollowState(STATE_FOLLOW_INPROGRESS) && !me->getVictim())
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if (HasFollowState(STATE_FOLLOW_INPROGRESS) && !me->GetVictim())
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{
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if (m_uiUpdateFollowTimer <= uiDiff)
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{
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@@ -273,7 +273,7 @@ void FollowerAI::MovementInform(uint32 motionType, uint32 pointId)
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void FollowerAI::StartFollow(Player* player, uint32 factionForFollower, const Quest* quest)
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{
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if (me->getVictim())
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if (me->GetVictim())
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{
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TC_LOG_DEBUG(LOG_FILTER_TSCR, "FollowerAI attempt to StartFollow while in combat.");
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return;
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@@ -313,7 +313,7 @@ Player* FollowerAI::GetLeaderForFollower()
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{
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if (Player* player = Unit::GetPlayer(*me, m_uiLeaderGUID))
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{
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if (player->isAlive())
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if (player->IsAlive())
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return player;
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else
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{
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@@ -323,7 +323,7 @@ Player* FollowerAI::GetLeaderForFollower()
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{
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Player* member = groupRef->getSource();
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if (member && member->isAlive() && me->IsWithinDistInMap(member, MAX_PLAYER_DISTANCE))
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if (member && member->IsAlive() && me->IsWithinDistInMap(member, MAX_PLAYER_DISTANCE))
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{
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TC_LOG_DEBUG(LOG_FILTER_TSCR, "FollowerAI GetLeader changed and returned new leader.");
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m_uiLeaderGUID = member->GetGUID();
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