refactor(Core): apply clang-tidy modernize-use-override (#3817)
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9facd81e54
commit
d4a58700d4
561 changed files with 9574 additions and 9574 deletions
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@ -326,13 +326,13 @@ public:
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uint32 resetTimer;
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void Reset()
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void Reset() override
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{
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me->CastSpell(me, SPELL_STUN_PERMANENT, true);
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resetTimer = 5000;
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}
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void EnterEvadeMode()
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void EnterEvadeMode() override
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{
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if (!_EnterEvadeMode())
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return;
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@ -340,13 +340,13 @@ public:
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Reset();
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}
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void DamageTaken(Unit*, uint32& damage, DamageEffectType, SpellSchoolMask)
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void DamageTaken(Unit*, uint32& damage, DamageEffectType, SpellSchoolMask) override
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{
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resetTimer = 5000;
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damage = 0;
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}
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void UpdateAI(uint32 diff)
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void UpdateAI(uint32 diff) override
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{
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if (!UpdateVictim())
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return;
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@ -360,10 +360,10 @@ public:
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resetTimer -= diff;
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}
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void MoveInLineOfSight(Unit* /*who*/) { }
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void MoveInLineOfSight(Unit* /*who*/) override { }
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};
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CreatureAI* GetAI(Creature* creature) const
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CreatureAI* GetAI(Creature* creature) const override
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{
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return new npc_training_dummyAI(creature);
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}
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@ -385,14 +385,14 @@ public:
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uint32 deathTimer;
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void Reset()
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void Reset() override
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{
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me->SetControlled(true, UNIT_STATE_STUNNED); //disable rotate
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me->SetLootRecipient(me->GetOwner());
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me->SelectLevel();
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}
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void EnterEvadeMode()
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void EnterEvadeMode() override
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{
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if (!_EnterEvadeMode())
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return;
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@ -400,7 +400,7 @@ public:
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Reset();
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}
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void UpdateAI(uint32 diff)
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void UpdateAI(uint32 diff) override
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{
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if (!me->HasUnitState(UNIT_STATE_STUNNED))
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me->SetControlled(true, UNIT_STATE_STUNNED);//disable rotate
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@ -416,10 +416,10 @@ public:
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deathTimer -= diff;
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}
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void MoveInLineOfSight(Unit* /*who*/) { }
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void MoveInLineOfSight(Unit* /*who*/) override { }
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};
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CreatureAI* GetAI(Creature* creature) const
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CreatureAI* GetAI(Creature* creature) const override
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{
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return new npc_target_dummyAI(creature);
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}
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@ -526,7 +526,7 @@ public:
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SpawnAssociation* SpawnAssoc;
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uint64 SpawnedGUID;
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void Reset() {}
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void Reset() override {}
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Creature* SummonGuard()
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{
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@ -553,7 +553,7 @@ public:
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return nullptr;
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}
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void MoveInLineOfSight(Unit* who)
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void MoveInLineOfSight(Unit* who) override
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{
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if (!SpawnAssoc)
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@ -630,7 +630,7 @@ public:
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}
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};
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CreatureAI* GetAI(Creature* creature) const
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CreatureAI* GetAI(Creature* creature) const override
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{
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return new npc_air_force_botsAI(creature);
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}
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@ -799,7 +799,7 @@ public:
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bool Active;
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uint32 CanIteract;
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void Reset()
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void Reset() override
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{
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Active = true;
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CanIteract = 3500;
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@ -811,7 +811,7 @@ public:
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me->SendMovementFlagUpdate();
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}
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void UpdateAI(uint32 diff)
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void UpdateAI(uint32 diff) override
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{
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if (!Active)
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{
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@ -826,9 +826,9 @@ public:
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}
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}
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void EnterCombat(Unit* /*who*/) { }
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void EnterCombat(Unit* /*who*/) override { }
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void ReceiveEmote(Player* player, uint32 emote)
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void ReceiveEmote(Player* player, uint32 emote) override
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{
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if (me->IsWithinLOS(player->GetPositionX(), player->GetPositionY(), player->GetPositionZ()) && me->IsWithinDistInMap(player, 30.0f))
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{
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@ -858,7 +858,7 @@ public:
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}
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};
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CreatureAI* GetAI(Creature* creature) const
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CreatureAI* GetAI(Creature* creature) const override
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{
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return new npc_dancing_flamesAI(creature);
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}
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@ -952,7 +952,7 @@ public:
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std::list<uint64> Patients;
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std::vector<Location*> Coordinates;
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void Reset()
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void Reset() override
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{
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PlayerGUID = 0;
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@ -1053,12 +1053,12 @@ public:
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}
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}
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void UpdateAI(uint32 diff);
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void UpdateAI(uint32 diff) override;
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void EnterCombat(Unit* /*who*/) { }
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void EnterCombat(Unit* /*who*/) override { }
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};
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bool OnQuestAccept(Player* player, Creature* creature, Quest const* quest)
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bool OnQuestAccept(Player* player, Creature* creature, Quest const* quest) override
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{
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if ((quest->GetQuestId() == 6624) || (quest->GetQuestId() == 6622))
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CAST_AI(npc_doctor::npc_doctorAI, creature->AI())->BeginEvent(player);
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@ -1066,7 +1066,7 @@ public:
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return true;
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}
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CreatureAI* GetAI(Creature* creature) const
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CreatureAI* GetAI(Creature* creature) const override
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{
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return new npc_doctorAI(creature);
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}
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@ -1088,7 +1088,7 @@ public:
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uint64 DoctorGUID;
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Location* Coord;
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void Reset()
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void Reset() override
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{
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DoctorGUID = 0;
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Coord = nullptr;
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@ -1122,9 +1122,9 @@ public:
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}
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}
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void EnterCombat(Unit* /*who*/) { }
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void EnterCombat(Unit* /*who*/) override { }
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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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{
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Player* player = caster->ToPlayer();
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if (!player || !me->IsAlive() || spell->Id != 20804)
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@ -1164,7 +1164,7 @@ public:
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}
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}
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void UpdateAI(uint32 /*diff*/)
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void UpdateAI(uint32 /*diff*/) override
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{
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//lower HP on every world tick makes it a useful counter, not officlone though
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if (me->IsAlive() && me->GetHealth() > 6)
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@ -1184,7 +1184,7 @@ public:
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}
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};
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CreatureAI* GetAI(Creature* creature) const
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CreatureAI* GetAI(Creature* creature) const override
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{
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return new npc_injured_patientAI(creature);
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}
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@ -1291,7 +1291,7 @@ public:
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uint32 RunAwayTimer;
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void Reset()
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void Reset() override
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{
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CasterGUID = 0;
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@ -1306,9 +1306,9 @@ public:
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me->SetHealth(me->CountPctFromMaxHealth(70));
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}
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void EnterCombat(Unit* /*who*/) { }
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void EnterCombat(Unit* /*who*/) override { }
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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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{
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if (spell->Id == SPELL_LESSER_HEAL_R2 || spell->Id == SPELL_FORTITUDE_R1)
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{
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@ -1418,12 +1418,12 @@ public:
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}
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}
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void WaypointReached(uint32 /*waypointId*/)
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void WaypointReached(uint32 /*waypointId*/) override
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{
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}
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void UpdateAI(uint32 diff)
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void UpdateAI(uint32 diff) override
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{
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if (CanRun && !me->IsInCombat())
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{
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@ -1457,7 +1457,7 @@ public:
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}
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};
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CreatureAI* GetAI(Creature* creature) const
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CreatureAI* GetAI(Creature* creature) const override
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{
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return new npc_garments_of_questsAI(creature);
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}
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@ -1481,16 +1481,16 @@ public:
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{
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npc_guardianAI(Creature* creature) : ScriptedAI(creature) { }
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void Reset()
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void Reset() override
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{
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me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
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}
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void EnterCombat(Unit* /*who*/)
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void EnterCombat(Unit* /*who*/) override
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{
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}
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void UpdateAI(uint32 /*diff*/)
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void UpdateAI(uint32 /*diff*/) override
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{
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if (!UpdateVictim())
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return;
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@ -1503,7 +1503,7 @@ public:
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}
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};
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CreatureAI* GetAI(Creature* creature) const
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CreatureAI* GetAI(Creature* creature) const override
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{
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return new npc_guardianAI(creature);
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}
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@ -1681,8 +1681,8 @@ public:
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{
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npc_steam_tonkAI(Creature* creature) : ScriptedAI(creature) { }
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void Reset() { }
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void EnterCombat(Unit* /*who*/) { }
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void Reset() override { }
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void EnterCombat(Unit* /*who*/) override { }
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void OnPossess(bool apply)
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{
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@ -1699,7 +1699,7 @@ public:
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}
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};
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CreatureAI* GetAI(Creature* creature) const
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CreatureAI* GetAI(Creature* creature) const override
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{
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return new npc_steam_tonkAI(creature);
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}
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@ -1739,12 +1739,12 @@ public:
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{
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npc_wormholeAI(Creature* creature) : PassiveAI(creature) { }
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void InitializeAI()
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void InitializeAI() override
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{
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_showUnderground = urand(0, 100) == 0; // Guessed value, it is really rare though
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}
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uint32 GetData(uint32 type) const
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uint32 GetData(uint32 type) const override
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{
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return (type == DATA_SHOW_UNDERGROUND && _showUnderground) ? 1 : 0;
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}
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@ -2286,7 +2286,7 @@ public:
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return 0;
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}
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void Reset()
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void Reset() override
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{
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if (GameObject* launcher = FindNearestLauncher())
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{
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@ -2331,7 +2331,7 @@ public:
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}
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};
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CreatureAI* GetAI(Creature* creature) const
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CreatureAI* GetAI(Creature* creature) const override
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{
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return new npc_fireworkAI(creature);
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}
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@ -2356,7 +2356,7 @@ class npc_spring_rabbit : public CreatureScript
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public:
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npc_spring_rabbit() : CreatureScript("npc_spring_rabbit") { }
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CreatureAI* GetAI(Creature* creature) const
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CreatureAI* GetAI(Creature* creature) const override
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{
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return new npc_spring_rabbitAI(creature);
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}
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@ -2371,7 +2371,7 @@ public:
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uint32 searchTimer;
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uint64 rabbitGUID;
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void Reset()
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void Reset() override
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{
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inLove = false;
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rabbitGUID = 0;
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@ -2382,16 +2382,16 @@ public:
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me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
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}
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void EnterCombat(Unit* /*who*/) { }
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void EnterCombat(Unit* /*who*/) override { }
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void DoAction(int32 /*param*/)
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void DoAction(int32 /*param*/) override
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{
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inLove = true;
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if (Unit* owner = me->GetOwner())
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owner->CastSpell(owner, SPELL_SPRING_FLING, true);
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}
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void UpdateAI(uint32 diff)
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void UpdateAI(uint32 diff) override
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{
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if (inLove)
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{
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@ -2456,7 +2456,7 @@ public:
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{
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npc_stable_masterAI(Creature* creature) : SmartAI(creature) { }
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void sGossipSelect(Player* player, uint32 menuId, uint32 gossipListId)
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void sGossipSelect(Player* player, uint32 menuId, uint32 gossipListId) override
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{
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SmartAI::sGossipSelect(player, menuId, gossipListId);
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if (menuId != STABLE_MASTER_GOSSIP_SUB_MENU)
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@ -2493,7 +2493,7 @@ public:
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}
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};
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CreatureAI* GetAI(Creature* creature) const
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CreatureAI* GetAI(Creature* creature) const override
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{
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return new npc_stable_masterAI(creature);
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}
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