Core/SAI: drop unneeded code
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@@ -439,6 +439,8 @@ void SmartAI::EnterEvadeMode()
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me->LoadCreaturesAddon();
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me->SetLootRecipient(NULL);
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me->ResetPlayerDamageReq();
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me->SetLastDamagedTime(0);
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GetScript()->ProcessEventsFor(SMART_EVENT_EVADE);//must be after aura clear so we can cast spells from db
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SetRun(mRun);
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@@ -574,7 +576,7 @@ void SmartAI::JustReachedHome()
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GetScript()->ProcessEventsFor(SMART_EVENT_REACHED_HOME);
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if (!UpdateVictim() && me->GetMotionMaster()->GetCurrentMovementGeneratorType() == IDLE_MOTION_TYPE && me->GetWaypointPath())
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me->ToCreature()->GetMotionMaster()->MovePath(me->GetWaypointPath(), true);
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me->GetMotionMaster()->MovePath(me->GetWaypointPath(), true);
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}
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mJustReset = false;
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@@ -904,12 +906,6 @@ bool SmartGameObjectAI::QuestReward(Player* player, Quest const* quest, uint32 o
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return false;
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}
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// Called when the dialog status between a player and the gameobject is requested.
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uint32 SmartGameObjectAI::GetDialogStatus(Player* /*player*/)
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{
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return DIALOG_STATUS_SCRIPTED_NO_STATUS;
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}
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// Called when the gameobject is destroyed (destructible buildings only).
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void SmartGameObjectAI::Destroyed(Player* player, uint32 eventId)
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{
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