mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
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refactor(Core/Scripts): restyle scripts lib with astyle (#3467)
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@@ -28,118 +28,118 @@ enum HunterCreatures
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class npc_pet_hunter_snake_trap : public CreatureScript
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{
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public:
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npc_pet_hunter_snake_trap() : CreatureScript("npc_pet_hunter_snake_trap") { }
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public:
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npc_pet_hunter_snake_trap() : CreatureScript("npc_pet_hunter_snake_trap") { }
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struct npc_pet_hunter_snake_trapAI : public ScriptedAI
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struct npc_pet_hunter_snake_trapAI : public ScriptedAI
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{
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npc_pet_hunter_snake_trapAI(Creature* creature) : ScriptedAI(creature) { _init = false; }
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void Reset()
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{
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npc_pet_hunter_snake_trapAI(Creature* creature) : ScriptedAI(creature) { _init = false; }
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_spellTimer = urand(1500, 3000);
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void Reset()
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{
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_spellTimer = urand(1500, 3000);
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// Start attacking attacker of owner on first ai update after spawn - move in line of sight may choose better target
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if (!me->GetVictim())
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if (Unit *tgt = me->SelectNearestTarget(10.0f))
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{
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me->AddThreat(tgt, 100000.0f);
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AttackStart(tgt);
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}
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}
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void EnterEvadeMode()
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{
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// _EnterEvadeMode();
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me->DeleteThreatList();
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me->CombatStop(true);
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me->LoadCreaturesAddon(true);
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me->SetLootRecipient(nullptr);
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me->ResetPlayerDamageReq();
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me->SetLastDamagedTime(0);
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me->AddUnitState(UNIT_STATE_EVADE);
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me->GetMotionMaster()->MoveTargetedHome();
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Reset();
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}
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//Redefined for random target selection:
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void MoveInLineOfSight(Unit* who)
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{
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if (!me->GetVictim() && who->isTargetableForAttack() && (me->IsHostileTo(who)) && who->isInAccessiblePlaceFor(me))
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// Start attacking attacker of owner on first ai update after spawn - move in line of sight may choose better target
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if (!me->GetVictim())
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if (Unit* tgt = me->SelectNearestTarget(10.0f))
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{
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if (me->GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE)
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return;
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if (me->IsWithinDistInMap(who, 10.0f))
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{
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me->AddThreat(who, 100000.0f);
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AttackStart(who);
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}
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me->AddThreat(tgt, 100000.0f);
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AttackStart(tgt);
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}
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}
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void UpdateAI(uint32 diff)
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{
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if (!UpdateVictim())
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return;
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if (me->GetVictim()->HasBreakableByDamageCrowdControlAura(me))
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{
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me->InterruptNonMeleeSpells(false);
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return;
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}
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if (!_init)
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{
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_init = true;
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CreatureTemplate const* Info = me->GetCreatureTemplate();
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uint32 health = uint32(107 * (me->getLevel() - 40) * 0.025f);
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me->SetCreateHealth(health);
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for (uint8 stat = 0; stat < MAX_STATS; ++stat)
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{
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me->SetStat(Stats(stat), 0);
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me->SetCreateStat(Stats(stat), 0);
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}
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me->SetModifierValue(UNIT_MOD_HEALTH, BASE_VALUE, (float)health);
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me->SetMaxHealth(health);
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//Add delta to make them not all hit the same time
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uint32 delta = urand(0, 700);
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me->SetAttackTime(BASE_ATTACK, Info->BaseAttackTime + delta);
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me->SetStatFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER , float(Info->attackpower));
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me->CastSpell(me, SPELL_HUNTER_DEADLY_POISON_PASSIVE, true);
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// Glyph of Snake Trap
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if (Unit* owner = me->GetOwner())
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if (owner->GetAuraEffectDummy(SPELL_HUNTER_GLYPH_OF_SNAKE_TRAP))
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me->CastSpell(me, SPELL_HUNTER_PET_SCALING, true);
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}
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_spellTimer += diff;
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if (_spellTimer >= 3000)
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{
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if (urand(0, 2) == 0) // 33% chance to cast
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DoCastVictim(RAND(SPELL_HUNTER_MIND_NUMBING_POISON, SPELL_HUNTER_CRIPPLING_POISON));
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_spellTimer = 0;
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}
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DoMeleeAttackIfReady();
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}
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private:
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bool _init;
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uint32 _spellTimer;
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};
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CreatureAI* GetAI(Creature* creature) const
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{
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return new npc_pet_hunter_snake_trapAI(creature);
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}
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void EnterEvadeMode()
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{
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// _EnterEvadeMode();
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me->DeleteThreatList();
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me->CombatStop(true);
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me->LoadCreaturesAddon(true);
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me->SetLootRecipient(nullptr);
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me->ResetPlayerDamageReq();
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me->SetLastDamagedTime(0);
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me->AddUnitState(UNIT_STATE_EVADE);
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me->GetMotionMaster()->MoveTargetedHome();
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Reset();
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}
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//Redefined for random target selection:
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void MoveInLineOfSight(Unit* who)
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{
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if (!me->GetVictim() && who->isTargetableForAttack() && (me->IsHostileTo(who)) && who->isInAccessiblePlaceFor(me))
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{
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if (me->GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE)
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return;
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if (me->IsWithinDistInMap(who, 10.0f))
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{
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me->AddThreat(who, 100000.0f);
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AttackStart(who);
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}
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}
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}
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void UpdateAI(uint32 diff)
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{
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if (!UpdateVictim())
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return;
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if (me->GetVictim()->HasBreakableByDamageCrowdControlAura(me))
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{
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me->InterruptNonMeleeSpells(false);
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return;
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}
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if (!_init)
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{
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_init = true;
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CreatureTemplate const* Info = me->GetCreatureTemplate();
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uint32 health = uint32(107 * (me->getLevel() - 40) * 0.025f);
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me->SetCreateHealth(health);
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for (uint8 stat = 0; stat < MAX_STATS; ++stat)
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{
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me->SetStat(Stats(stat), 0);
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me->SetCreateStat(Stats(stat), 0);
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}
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me->SetModifierValue(UNIT_MOD_HEALTH, BASE_VALUE, (float)health);
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me->SetMaxHealth(health);
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//Add delta to make them not all hit the same time
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uint32 delta = urand(0, 700);
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me->SetAttackTime(BASE_ATTACK, Info->BaseAttackTime + delta);
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me->SetStatFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER, float(Info->attackpower));
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me->CastSpell(me, SPELL_HUNTER_DEADLY_POISON_PASSIVE, true);
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// Glyph of Snake Trap
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if (Unit* owner = me->GetOwner())
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if (owner->GetAuraEffectDummy(SPELL_HUNTER_GLYPH_OF_SNAKE_TRAP))
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me->CastSpell(me, SPELL_HUNTER_PET_SCALING, true);
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}
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_spellTimer += diff;
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if (_spellTimer >= 3000)
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{
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if (urand(0, 2) == 0) // 33% chance to cast
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DoCastVictim(RAND(SPELL_HUNTER_MIND_NUMBING_POISON, SPELL_HUNTER_CRIPPLING_POISON));
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_spellTimer = 0;
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}
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DoMeleeAttackIfReady();
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}
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private:
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bool _init;
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uint32 _spellTimer;
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};
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CreatureAI* GetAI(Creature* creature) const
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{
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return new npc_pet_hunter_snake_trapAI(creature);
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}
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};
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void AddSC_hunter_pet_scripts()
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