Core/AI: Cleaning up hungarian notation
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commit
78e10e9cd0
8 files changed
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@@ -214,23 +214,23 @@ void SmartAI::EndPath(bool fail)
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{
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if (targets->size() == 1 && GetScript()->IsPlayer((*targets->begin())))
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{
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Player* plr = (*targets->begin())->ToPlayer();
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if (!fail && plr->IsAtGroupRewardDistance(me) && !plr->GetCorpse())
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plr->GroupEventHappens(mEscortQuestID, me);
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Player* player = (*targets->begin())->ToPlayer();
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if (!fail && player->IsAtGroupRewardDistance(me) && !player->GetCorpse())
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player->GroupEventHappens(mEscortQuestID, me);
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if (fail && plr->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
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plr->FailQuest(mEscortQuestID);
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if (fail && player->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
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player->FailQuest(mEscortQuestID);
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if (Group* pGroup = plr->GetGroup())
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if (Group* group = player->GetGroup())
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{
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for (GroupReference* gr = pGroup->GetFirstMember(); gr != NULL; gr = gr->next())
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for (GroupReference* groupRef = group->GetFirstMember(); groupRef != NULL; groupRef = groupRef->next())
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{
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Player* pGroupGuy = gr->getSource();
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Player* groupGuy = groupRef->getSource();
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if (!fail && pGroupGuy->IsAtGroupRewardDistance(me) && !pGroupGuy->GetCorpse())
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pGroupGuy->AreaExploredOrEventHappens(mEscortQuestID);
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if (fail && pGroupGuy->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
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pGroupGuy->FailQuest(mEscortQuestID);
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if (!fail && groupGuy->IsAtGroupRewardDistance(me) && !groupGuy->GetCorpse())
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groupGuy->AreaExploredOrEventHappens(mEscortQuestID);
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if (fail && groupGuy->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
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groupGuy->FailQuest(mEscortQuestID);
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}
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}
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}else
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@@ -239,11 +239,11 @@ void SmartAI::EndPath(bool fail)
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{
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if (GetScript()->IsPlayer((*iter)))
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{
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Player* plr = (*iter)->ToPlayer();
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if (!fail && plr->IsAtGroupRewardDistance(me) && !plr->GetCorpse())
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plr->AreaExploredOrEventHappens(mEscortQuestID);
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if (fail && plr->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
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plr->FailQuest(mEscortQuestID);
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Player* player = (*iter)->ToPlayer();
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if (!fail && player->IsAtGroupRewardDistance(me) && !player->GetCorpse())
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player->AreaExploredOrEventHappens(mEscortQuestID);
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if (fail && player->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
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player->FailQuest(mEscortQuestID);
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}
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}
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}
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@@ -346,12 +346,12 @@ void SmartAI::UpdateAI(const uint32 diff)
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{
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if (me->FindNearestCreature(mFollowArrivedEntry, INTERACTION_DISTANCE, true))
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{
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if (Player* plr = me->GetPlayer(*me, mFollowGuid))
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if (Player* player = me->GetPlayer(*me, mFollowGuid))
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{
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if (!mFollowCreditType)
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plr->RewardPlayerAndGroupAtEvent(mFollowCredit, me);
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player->RewardPlayerAndGroupAtEvent(mFollowCredit, me);
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else
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plr->GroupEventHappens(mFollowCredit, me);
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player->GroupEventHappens(mFollowCredit, me);
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}
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mFollowGuid = 0;
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mFollowDist = 0;
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@@ -385,17 +385,17 @@ bool SmartAI::IsEscortInvokerInRange()
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{
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if (targets->size() == 1 && GetScript()->IsPlayer((*targets->begin())))
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{
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Player* plr = (*targets->begin())->ToPlayer();
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if (me->GetDistance(plr) <= SMART_ESCORT_MAX_PLAYER_DIST)
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Player* player = (*targets->begin())->ToPlayer();
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if (me->GetDistance(player) <= SMART_ESCORT_MAX_PLAYER_DIST)
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return true;
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if (Group* pGroup = plr->GetGroup())
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if (Group* group = player->GetGroup())
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{
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for (GroupReference* gr = pGroup->GetFirstMember(); gr != NULL; gr = gr->next())
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for (GroupReference* groupRef = group->GetFirstMember(); groupRef != NULL; groupRef = groupRef->next())
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{
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Player* pGroupGuy = gr->getSource();
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Player* groupGuy = groupRef->getSource();
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if (me->GetDistance(pGroupGuy) <= SMART_ESCORT_MAX_PLAYER_DIST)
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if (me->GetDistance(groupGuy) <= SMART_ESCORT_MAX_PLAYER_DIST)
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return true;
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}
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}
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@@ -499,9 +499,9 @@ bool SmartAI::CanAIAttack(const Unit* /*who*/) const
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return true;
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}
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bool SmartAI::AssistPlayerInCombat(Unit* pWho)
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bool SmartAI::AssistPlayerInCombat(Unit* who)
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{
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if (!pWho || !pWho->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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@@ -509,26 +509,26 @@ bool SmartAI::AssistPlayerInCombat(Unit* pWho)
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return false;
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//not a player
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if (!pWho->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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if (me->IsFriendlyTo(pWho))
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if (me->IsFriendlyTo(who))
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return false;
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//too far away and no free sight?
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if (me->IsWithinDistInMap(pWho, SMART_MAX_AID_DIST) && me->IsWithinLOSInMap(pWho))
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if (me->IsWithinDistInMap(who, SMART_MAX_AID_DIST) && 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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{
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AttackStart(pWho);
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AttackStart(who);
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return true;
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}
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else
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{
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pWho->SetInCombatWith(me);
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me->AddThreat(pWho, 0.0f);
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who->SetInCombatWith(me);
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me->AddThreat(who, 0.0f);
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return true;
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}
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}
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@@ -606,29 +606,29 @@ void SmartAI::AttackStart(Unit* who)
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}
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}
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void SmartAI::SpellHit(Unit* pUnit, const SpellInfo* pSpell)
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void SmartAI::SpellHit(Unit* unit, const SpellInfo* spellInfo)
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{
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GetScript()->ProcessEventsFor(SMART_EVENT_SPELLHIT, pUnit, 0, 0, false, pSpell);
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GetScript()->ProcessEventsFor(SMART_EVENT_SPELLHIT, unit, 0, 0, false, spellInfo);
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}
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void SmartAI::SpellHitTarget(Unit* target, const SpellInfo* pSpell)
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void SmartAI::SpellHitTarget(Unit* target, const SpellInfo* spellInfo)
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{
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GetScript()->ProcessEventsFor(SMART_EVENT_SPELLHIT_TARGET, target, 0, 0, false, pSpell);
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GetScript()->ProcessEventsFor(SMART_EVENT_SPELLHIT_TARGET, target, 0, 0, false, spellInfo);
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}
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void SmartAI::DamageTaken(Unit* done_by, uint32& damage)
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void SmartAI::DamageTaken(Unit* doneBy, uint32& damage)
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{
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GetScript()->ProcessEventsFor(SMART_EVENT_DAMAGED, done_by, damage);
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GetScript()->ProcessEventsFor(SMART_EVENT_DAMAGED, doneBy, damage);
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}
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void SmartAI::HealReceived(Unit* done_by, uint32& addhealth)
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void SmartAI::HealReceived(Unit* doneBy, uint32& addhealth)
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{
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GetScript()->ProcessEventsFor(SMART_EVENT_RECEIVE_HEAL, done_by, addhealth);
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GetScript()->ProcessEventsFor(SMART_EVENT_RECEIVE_HEAL, doneBy, addhealth);
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}
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void SmartAI::ReceiveEmote(Player* pPlayer, uint32 text_emote)
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void SmartAI::ReceiveEmote(Player* player, uint32 textEmote)
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{
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GetScript()->ProcessEventsFor(SMART_EVENT_RECEIVE_EMOTE, pPlayer, text_emote);
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GetScript()->ProcessEventsFor(SMART_EVENT_RECEIVE_EMOTE, player, textEmote);
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}
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void SmartAI::IsSummonedBy(Unit* summoner)
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@@ -636,9 +636,9 @@ void SmartAI::IsSummonedBy(Unit* summoner)
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GetScript()->ProcessEventsFor(SMART_EVENT_JUST_SUMMONED, summoner);
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}
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void SmartAI::DamageDealt(Unit* done_to, uint32& damage, DamageEffectType /*damagetype*/)
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void SmartAI::DamageDealt(Unit* doneTo, uint32& damage, DamageEffectType /*damagetype*/)
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{
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GetScript()->ProcessEventsFor(SMART_EVENT_DAMAGED_TARGET, done_to, damage);
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GetScript()->ProcessEventsFor(SMART_EVENT_DAMAGED_TARGET, doneTo, damage);
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}
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void SmartAI::SummonedCreatureDespawn(Creature* unit)
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@@ -705,14 +705,14 @@ void SmartAI::SetRun(bool run)
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mRun = run;
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}
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void SmartAI::SetFly(bool bFly)
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void SmartAI::SetFly(bool fly)
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{
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me->SetFlying(bFly);
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me->SetFlying(fly);
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}
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void SmartAI::SetSwimm(bool bSwimm)
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void SmartAI::SetSwimm(bool swimm)
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{
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if (bSwimm)
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if (swimm)
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me->AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
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else
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me->RemoveUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
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