fix(Core/Misc): Change const to be after type name (#10591)
This commit is contained in:
@@ -26,7 +26,7 @@
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// AggressorAI
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/////////////////
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int AggressorAI::Permissible(const Creature* creature)
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int AggressorAI::Permissible(Creature const* creature)
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{
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// have some hostile factions, it will be selected by IsHostileTo check at MoveInLineOfSight
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if (!creature->IsCivilian() && !creature->IsNeutralToAll())
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@@ -226,7 +226,7 @@ TurretAI::TurretAI(Creature* c) : CreatureAI(c)
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me->m_SightDistance = me->m_CombatDistance;
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}
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bool TurretAI::CanAIAttack(const Unit* /*who*/) const
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bool TurretAI::CanAIAttack(Unit const* /*who*/) const
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{
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// TODO: use one function to replace it
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if (!me->IsWithinCombatRange(me->GetVictim(), me->m_CombatDistance)
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@@ -31,7 +31,7 @@ public:
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explicit AggressorAI(Creature* c) : CreatureAI(c) {}
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void UpdateAI(uint32) override;
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static int Permissible(const Creature*);
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static int Permissible(Creature const*);
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};
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typedef std::vector<uint32> SpellVct;
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@@ -83,7 +83,7 @@ struct TurretAI : public CreatureAI
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{
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public:
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explicit TurretAI(Creature* c);
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bool CanAIAttack(const Unit* who) const override;
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bool CanAIAttack(Unit const* who) const override;
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void AttackStart(Unit* who) override;
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void UpdateAI(uint32 diff) override;
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@@ -18,7 +18,7 @@
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#include "GameObjectAI.h"
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//GameObjectAI::GameObjectAI(GameObject* g) : go(g) {}
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int GameObjectAI::Permissible(const GameObject* go)
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int GameObjectAI::Permissible(GameObject const* go)
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{
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if (go->GetAIName() == "GameObjectAI")
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return PERMIT_BASE_SPECIAL;
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@@ -63,7 +63,7 @@ public:
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virtual void OnGameEvent(bool /*start*/, uint16 /*eventId*/) {}
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virtual void OnStateChanged(uint32 /*state*/, Unit* /*unit*/) {}
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virtual void EventInform(uint32 /*eventId*/) {}
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virtual void SpellHit(Unit* /*unit*/, const SpellInfo* /*spellInfo*/) {}
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virtual void SpellHit(Unit* /*unit*/, SpellInfo const* /*spellInfo*/) {}
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virtual bool CanBeSeen(Player const* /*seer*/) { return true; }
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virtual void SummonedCreatureDies(Creature* /*summon*/, Unit* /*killer*/) { }
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@@ -30,7 +30,7 @@ public:
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void AttackStart(Unit*) override {}
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void UpdateAI(uint32) override;
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static int Permissible(const Creature*) { return PERMIT_BASE_IDLE; }
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static int Permissible(Creature const*) { return PERMIT_BASE_IDLE; }
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};
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class PossessedAI : public CreatureAI
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@@ -46,7 +46,7 @@ public:
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void JustDied(Unit*) override;
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void KilledUnit(Unit* victim) override;
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static int Permissible(const Creature*) { return PERMIT_BASE_IDLE; }
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static int Permissible(Creature const*) { return PERMIT_BASE_IDLE; }
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};
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class NullCreatureAI : public CreatureAI
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@@ -60,7 +60,7 @@ public:
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void EnterEvadeMode() override {}
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void OnCharmed(bool /*apply*/) override {}
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static int Permissible(const Creature*) { return PERMIT_BASE_IDLE; }
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static int Permissible(Creature const*) { return PERMIT_BASE_IDLE; }
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};
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class CritterAI : public PassiveAI
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@@ -28,7 +28,7 @@
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#include "SpellMgr.h"
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#include "Util.h"
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int PetAI::Permissible(const Creature* creature)
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int PetAI::Permissible(Creature const* creature)
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{
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if (creature->IsPet())
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return PERMIT_BASE_SPECIAL;
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@@ -567,7 +567,7 @@ void PetAI::HandleReturnMovement()
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me->ClearInPetCombat();
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}
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void PetAI::SpellHit(Unit* caster, const SpellInfo* spellInfo)
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void PetAI::SpellHit(Unit* caster, SpellInfo const* spellInfo)
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{
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// Xinef: taunt behavior code
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if (spellInfo->HasAura(SPELL_AURA_MOD_TAUNT) && !me->HasReactState(REACT_PASSIVE))
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@@ -653,7 +653,7 @@ void PetAI::MovementInform(uint32 moveType, uint32 data)
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}
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}
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bool PetAI::CanAttack(Unit* target, const SpellInfo* spellInfo)
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bool PetAI::CanAttack(Unit* target, SpellInfo const* spellInfo)
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{
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// Evaluates wether a pet can attack a specific target based on CommandState, ReactState and other flags
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// IMPORTANT: The order in which things are checked is important, be careful if you add or remove checks
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@@ -49,7 +49,7 @@ public:
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explicit PetAI(Creature* c);
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void UpdateAI(uint32) override;
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static int Permissible(const Creature*);
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static int Permissible(Creature const*);
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void KilledUnit(Unit* /*victim*/) override;
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void AttackStart(Unit* target) override;
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@@ -65,7 +65,7 @@ public:
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void MoveInLineOfSight(Unit* /*who*/) override {} // CreatureAI interferes with returning pets
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void MoveInLineOfSight_Safe(Unit* /*who*/) {} // CreatureAI interferes with returning pets
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void EnterEvadeMode() override {} // For fleeing, pets don't use this type of Evade mechanic
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void SpellHit(Unit* caster, const SpellInfo* spellInfo) override;
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void SpellHit(Unit* caster, SpellInfo const* spellInfo) override;
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void PetStopAttack() override;
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@@ -86,7 +86,7 @@ private:
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Unit* SelectNextTarget(bool allowAutoSelect) const;
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void HandleReturnMovement();
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void DoAttack(Unit* target, bool chase);
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bool CanAttack(Unit* target, const SpellInfo* spellInfo = nullptr);
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bool CanAttack(Unit* target, SpellInfo const* spellInfo = nullptr);
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void ClearCharmInfoFlags();
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};
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#endif
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@@ -19,7 +19,7 @@
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#include "CreatureAIImpl.h"
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#include "Errors.h"
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int ReactorAI::Permissible(const Creature* creature)
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int ReactorAI::Permissible(Creature const* creature)
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{
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if (creature->IsCivilian() || creature->IsNeutralToAll())
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return PERMIT_BASE_REACTIVE;
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@@ -30,6 +30,6 @@ public:
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void MoveInLineOfSight(Unit*) override {}
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void UpdateAI(uint32 diff) override;
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static int Permissible(const Creature*);
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static int Permissible(Creature const*);
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};
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#endif
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@@ -38,7 +38,7 @@ TotemAI::TotemAI(Creature* c) : CreatureAI(c)
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ASSERT(c->IsTotem());
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}
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void TotemAI::SpellHit(Unit* /*caster*/, const SpellInfo* /*spellInfo*/)
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void TotemAI::SpellHit(Unit* /*caster*/, SpellInfo const* /*spellInfo*/)
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{
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}
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@@ -32,7 +32,7 @@ public:
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void MoveInLineOfSight(Unit* who) override;
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void AttackStart(Unit* victim) override;
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void EnterEvadeMode() override;
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void SpellHit(Unit* /*caster*/, const SpellInfo* /*spellInfo*/) override;
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void SpellHit(Unit* /*caster*/, SpellInfo const* /*spellInfo*/) override;
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void DoAction(int32 param) override;
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void UpdateAI(uint32 diff) override;
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@@ -149,7 +149,7 @@ void UnitAI::DoCast(uint32 spellId)
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break;
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case AITARGET_ENEMY:
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{
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const SpellInfo* spellInfo = sSpellMgr->GetSpellInfo(spellId);
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SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
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bool playerOnly = spellInfo->HasAttribute(SPELL_ATTR3_ONLY_ON_PLAYER);
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//float range = GetSpellMaxRange(spellInfo, false);
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target = SelectTarget(SelectTargetMethod::Random, 0, spellInfo->GetMaxRange(false), playerOnly);
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@@ -163,7 +163,7 @@ void UnitAI::DoCast(uint32 spellId)
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break;
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case AITARGET_DEBUFF:
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{
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const SpellInfo* spellInfo = sSpellMgr->GetSpellInfo(spellId);
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SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
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bool playerOnly = spellInfo->HasAttribute(SPELL_ATTR3_ONLY_ON_PLAYER);
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float range = spellInfo->GetMaxRange(false);
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@@ -225,7 +225,7 @@ void UnitAI::FillAISpellInfo()
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AISpellInfo = new AISpellInfoType[sSpellMgr->GetSpellInfoStoreSize()];
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AISpellInfoType* AIInfo = AISpellInfo;
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const SpellInfo* spellInfo;
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SpellInfo const* spellInfo;
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for (uint32 i = 0; i < sSpellMgr->GetSpellInfoStoreSize(); ++i, ++AIInfo)
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{
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@@ -41,7 +41,7 @@ enum class SelectTargetMethod
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// default predicate function to select target based on distance, player and/or aura criteria
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struct DefaultTargetSelector : public Acore::unary_function<Unit*, bool>
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{
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const Unit* me;
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Unit const* me;
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float m_dist;
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bool m_playerOnly;
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int32 m_aura;
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@@ -167,7 +167,7 @@ struct FarthestTargetSelector : public Acore::unary_function<Unit*, bool>
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}
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private:
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const Unit* _me;
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Unit const* _me;
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float _dist;
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bool _playerOnly;
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bool _inLos;
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@@ -34,7 +34,7 @@ struct CreatureAIFactory : public SelectableAI
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CreatureAI* Create(void*) const;
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int Permit(const Creature* c) const { return REAL_AI::Permissible(c); }
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int Permit(Creature const* c) const { return REAL_AI::Permissible(c); }
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};
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template<class REAL_AI>
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@@ -61,7 +61,7 @@ struct GameObjectAIFactory : public SelectableGameObjectAI
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GameObjectAI* Create(void*) const;
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int Permit(const GameObject* g) const { return REAL_GO_AI::Permissible(g); }
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int Permit(GameObject const* g) const { return REAL_GO_AI::Permissible(g); }
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};
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template<class REAL_GO_AI>
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@@ -698,7 +698,7 @@ void SmartAI::MoveInLineOfSight(Unit* who)
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}
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}
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bool SmartAI::CanAIAttack(const Unit* /*who*/) const
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bool SmartAI::CanAIAttack(Unit const* /*who*/) const
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{
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if (me->GetReactState() == REACT_PASSIVE)
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return false;
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@@ -754,7 +754,7 @@ void SmartAI::JustRespawned()
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mFollowArrivedAlive = true;
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}
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int SmartAI::Permissible(const Creature* creature)
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int SmartAI::Permissible(Creature const* creature)
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{
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if (creature->GetAIName() == "SmartAI")
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return PERMIT_BASE_SPECIAL;
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@@ -832,12 +832,12 @@ void SmartAI::AttackStart(Unit* who)
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}
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}
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void SmartAI::SpellHit(Unit* unit, const SpellInfo* spellInfo)
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void SmartAI::SpellHit(Unit* unit, SpellInfo const* spellInfo)
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{
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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* spellInfo)
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void SmartAI::SpellHitTarget(Unit* target, SpellInfo const* spellInfo)
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{
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GetScript()->ProcessEventsFor(SMART_EVENT_SPELLHIT_TARGET, target, 0, 0, false, spellInfo);
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}
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@@ -1101,7 +1101,7 @@ void SmartGameObjectAI::SummonedCreatureDies(Creature* summon, Unit* /*killer*/)
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GetScript()->ProcessEventsFor(SMART_EVENT_SUMMONED_UNIT_DIES, summon);
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}
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int SmartGameObjectAI::Permissible(const GameObject* g)
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int SmartGameObjectAI::Permissible(GameObject const* g)
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{
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if (g->GetAIName() == "SmartGameObjectAI")
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return PERMIT_BASE_SPECIAL;
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@@ -1199,7 +1199,7 @@ void SmartGameObjectAI::EventInform(uint32 eventId)
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GetScript()->ProcessEventsFor(SMART_EVENT_GO_EVENT_INFORM, nullptr, eventId);
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}
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void SmartGameObjectAI::SpellHit(Unit* unit, const SpellInfo* spellInfo)
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void SmartGameObjectAI::SpellHit(Unit* unit, SpellInfo const* spellInfo)
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{
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GetScript()->ProcessEventsFor(SMART_EVENT_SPELLHIT, unit, 0, 0, false, spellInfo);
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}
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@@ -101,10 +101,10 @@ public:
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void MoveInLineOfSight(Unit* who) override;
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// Called when hit by a spell
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void SpellHit(Unit* unit, const SpellInfo* spellInfo) override;
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void SpellHit(Unit* unit, SpellInfo const* spellInfo) override;
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// Called when spell hits a target
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void SpellHitTarget(Unit* target, const SpellInfo* spellInfo) override;
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void SpellHitTarget(Unit* target, SpellInfo const* spellInfo) override;
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// Called at any Damage from any attacker (before damage apply)
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void DamageTaken(Unit* done_by, uint32& damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) override;
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@@ -146,7 +146,7 @@ public:
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void OnCharmed(bool apply) override;
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// Called when victim is in line of sight
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bool CanAIAttack(const Unit* who) const override;
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bool CanAIAttack(Unit const* who) const override;
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// Used in scripts to share variables
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void DoAction(int32 param = 0) override;
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@@ -164,7 +164,7 @@ public:
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ObjectGuid GetGUID(int32 id = 0) const override;
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//core related
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static int32 Permissible(const Creature*);
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static int32 Permissible(Creature const*);
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// Called at movepoint reached
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void MovepointReached(uint32 id);
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@@ -258,7 +258,7 @@ public:
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void InitializeAI() override;
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void Reset() override;
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SmartScript* GetScript() { return &mScript; }
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static int32 Permissible(const GameObject* g);
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static int32 Permissible(GameObject const* g);
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bool GossipHello(Player* player, bool reportUse) override;
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bool GossipSelect(Player* player, uint32 sender, uint32 action) override;
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@@ -271,7 +271,7 @@ public:
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void OnGameEvent(bool start, uint16 eventId) override;
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void OnStateChanged(uint32 state, Unit* unit) override;
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void EventInform(uint32 eventId) override;
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void SpellHit(Unit* unit, const SpellInfo* spellInfo) override;
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void SpellHit(Unit* unit, SpellInfo const* spellInfo) override;
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// Called when a summoned unit dies
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void SummonedCreatureDies(Creature* summon, Unit* killer) override;
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@@ -97,7 +97,7 @@ void SmartScript::OnReset()
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RestoreCasterMaxDist();
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}
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void SmartScript::ProcessEventsFor(SMART_EVENT e, Unit* unit, uint32 var0, uint32 var1, bool bvar, const SpellInfo* spell, GameObject* gob)
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void SmartScript::ProcessEventsFor(SMART_EVENT e, Unit* unit, uint32 var0, uint32 var1, bool bvar, SpellInfo const* spell, GameObject* gob)
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{
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for (SmartAIEventList::iterator i = mEvents.begin(); i != mEvents.end(); ++i)
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{
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@@ -116,7 +116,7 @@ void SmartScript::ProcessEventsFor(SMART_EVENT e, Unit* unit, uint32 var0, uint3
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}
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}
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void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, uint32 var1, bool bvar, const SpellInfo* spell, GameObject* gob)
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void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, uint32 var1, bool bvar, SpellInfo const* spell, GameObject* gob)
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{
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//calc random
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if (e.GetEventType() != SMART_EVENT_LINK && e.event.event_chance < 100 && e.event.event_chance)
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@@ -3410,7 +3410,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
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}
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}
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void SmartScript::ProcessTimedAction(SmartScriptHolder& e, uint32 const& min, uint32 const& max, Unit* unit, uint32 var0, uint32 var1, bool bvar, const SpellInfo* spell, GameObject* gob)
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void SmartScript::ProcessTimedAction(SmartScriptHolder& e, uint32 const& min, uint32 const& max, Unit* unit, uint32 var0, uint32 var1, bool bvar, SpellInfo const* spell, GameObject* gob)
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{
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// xinef: extended by selfs victim
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ConditionList const conds = sConditionMgr->GetConditionsForSmartEvent(e.entryOrGuid, e.event_id, e.source_type);
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@@ -4016,7 +4016,7 @@ ObjectList* SmartScript::GetWorldObjectsInDist(float dist)
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return targets;
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}
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void SmartScript::ProcessEvent(SmartScriptHolder& e, Unit* unit, uint32 var0, uint32 var1, bool bvar, const SpellInfo* spell, GameObject* gob)
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void SmartScript::ProcessEvent(SmartScriptHolder& e, Unit* unit, uint32 var0, uint32 var1, bool bvar, SpellInfo const* spell, GameObject* gob)
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{
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if (!e.active && e.GetEventType() != SMART_EVENT_LINK)
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return;
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@@ -4928,7 +4928,7 @@ void SmartScript::OnInitialize(WorldObject* obj, AreaTrigger const* at)
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// Xinef: if smartcast combat move flag is present
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if (i->GetActionType() == SMART_ACTION_CAST && (i->action.cast.flags & SMARTCAST_COMBAT_MOVE))
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{
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if (const SpellInfo* spellInfo = sSpellMgr->GetSpellInfo(i->action.cast.spell))
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if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(i->action.cast.spell))
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{
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float maxRange = spellInfo->GetMaxRange(spellInfo->IsPositive());
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float minRange = spellInfo->GetMinRange(spellInfo->IsPositive());
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@@ -36,14 +36,14 @@ public:
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void GetScript();
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void FillScript(SmartAIEventList e, WorldObject* obj, AreaTrigger const* at);
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void ProcessEventsFor(SMART_EVENT e, Unit* unit = nullptr, uint32 var0 = 0, uint32 var1 = 0, bool bvar = false, const SpellInfo* spell = nullptr, GameObject* gob = nullptr);
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void ProcessEvent(SmartScriptHolder& e, Unit* unit = nullptr, uint32 var0 = 0, uint32 var1 = 0, bool bvar = false, const SpellInfo* spell = nullptr, GameObject* gob = nullptr);
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void ProcessEventsFor(SMART_EVENT e, Unit* unit = nullptr, uint32 var0 = 0, uint32 var1 = 0, bool bvar = false, SpellInfo const* spell = nullptr, GameObject* gob = nullptr);
|
||||
void ProcessEvent(SmartScriptHolder& e, Unit* unit = nullptr, uint32 var0 = 0, uint32 var1 = 0, bool bvar = false, SpellInfo const* spell = nullptr, GameObject* gob = nullptr);
|
||||
bool CheckTimer(SmartScriptHolder const& e) const;
|
||||
void RecalcTimer(SmartScriptHolder& e, uint32 min, uint32 max);
|
||||
void UpdateTimer(SmartScriptHolder& e, uint32 const diff);
|
||||
void InitTimer(SmartScriptHolder& e);
|
||||
void ProcessAction(SmartScriptHolder& e, Unit* unit = nullptr, uint32 var0 = 0, uint32 var1 = 0, bool bvar = false, const SpellInfo* spell = nullptr, GameObject* gob = nullptr);
|
||||
void ProcessTimedAction(SmartScriptHolder& e, uint32 const& min, uint32 const& max, Unit* unit = nullptr, uint32 var0 = 0, uint32 var1 = 0, bool bvar = false, const SpellInfo* spell = nullptr, GameObject* gob = nullptr);
|
||||
void ProcessAction(SmartScriptHolder& e, Unit* unit = nullptr, uint32 var0 = 0, uint32 var1 = 0, bool bvar = false, SpellInfo const* spell = nullptr, GameObject* gob = nullptr);
|
||||
void ProcessTimedAction(SmartScriptHolder& e, uint32 const& min, uint32 const& max, Unit* unit = nullptr, uint32 var0 = 0, uint32 var1 = 0, bool bvar = false, SpellInfo const* spell = nullptr, GameObject* gob = nullptr);
|
||||
ObjectList* GetTargets(SmartScriptHolder const& e, Unit* invoker = nullptr);
|
||||
ObjectList* GetWorldObjectsInDist(float dist);
|
||||
void InstallTemplate(SmartScriptHolder const& e);
|
||||
|
||||
Reference in New Issue
Block a user