Core/Server: Add missing overrides
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@@ -150,31 +150,31 @@ 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*/) override { }
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//Called at World update tick
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virtual void UpdateAI(uint32 diff);
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virtual void UpdateAI(uint32 diff) override;
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//Called at creature death
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void JustDied(Unit* /*killer*/) { }
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void JustDied(Unit* /*killer*/) override { }
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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*/) override { }
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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*/) override { }
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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*/) override { }
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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*/) override { }
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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*/) override { }
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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*/) override { }
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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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@@ -194,13 +194,13 @@ 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() override { }
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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*/) override { }
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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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void AttackStart(Unit* /*target*/) override;
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// *************
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//AI Helper Functions
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@@ -348,10 +348,10 @@ class BossAI : public ScriptedAI
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InstanceScript* const instance;
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BossBoundaryMap const* GetBoundary() const { return _boundary; }
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void JustSummoned(Creature* summon);
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void SummonedCreatureDespawn(Creature* summon);
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void JustSummoned(Creature* summon) override;
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void SummonedCreatureDespawn(Creature* summon) override;
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virtual void UpdateAI(uint32 diff);
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virtual void UpdateAI(uint32 diff) override;
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// Hook used to execute events scheduled into EventMap without the need
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// to override UpdateAI
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@@ -359,10 +359,10 @@ class BossAI : public ScriptedAI
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// is supposed to run more than once
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virtual void ExecuteEvent(uint32 /*eventId*/) { }
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void Reset() { _Reset(); }
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void EnterCombat(Unit* /*who*/) { _EnterCombat(); }
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void JustDied(Unit* /*killer*/) { _JustDied(); }
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void JustReachedHome() { _JustReachedHome(); }
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void Reset() override { _Reset(); }
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void EnterCombat(Unit* /*who*/) override { _EnterCombat(); }
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void JustDied(Unit* /*killer*/) override { _JustDied(); }
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void JustReachedHome() override { _JustReachedHome(); }
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protected:
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void _Reset();
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@@ -396,10 +396,10 @@ class WorldBossAI : public ScriptedAI
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WorldBossAI(Creature* creature);
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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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void JustSummoned(Creature* summon) override;
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void SummonedCreatureDespawn(Creature* summon) override;
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virtual void UpdateAI(uint32 diff);
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virtual void UpdateAI(uint32 diff) override;
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// Hook used to execute events scheduled into EventMap without the need
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// to override UpdateAI
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@@ -407,9 +407,9 @@ class WorldBossAI : public ScriptedAI
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// is supposed to run more than once
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virtual void ExecuteEvent(uint32 /*eventId*/) { }
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void Reset() { _Reset(); }
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void EnterCombat(Unit* /*who*/) { _EnterCombat(); }
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void JustDied(Unit* /*killer*/) { _JustDied(); }
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void Reset() override { _Reset(); }
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void EnterCombat(Unit* /*who*/) override { _EnterCombat(); }
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void JustDied(Unit* /*killer*/) override { _JustDied(); }
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protected:
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void _Reset();
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