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feat(Core/SmartScripts): SMART_EVENT_FLAG_WHILE_CHARMED (#10286)
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@@ -47,6 +47,9 @@ public:
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~SmartAI() override {};
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explicit SmartAI(Creature* c);
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// Check whether we are currently permitted to make the creature take action
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bool IsAIControlled() const;
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// Start moving to the desired MovePoint
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void StartPath(bool run = false, uint32 path = 0, bool repeat = false, Unit* invoker = nullptr);
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bool LoadPath(uint32 entry);
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@@ -133,9 +136,6 @@ public:
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// called when the corpse of this creature gets removed
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void CorpseRemoved(uint32& respawnDelay) override;
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// Called at World update tick if creature is charmed
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void UpdateAIWhileCharmed(const uint32 diff);
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// Called when a Player/Creature enters the creature (vehicle)
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void PassengerBoarded(Unit* who, int8 seatId, bool apply) override;
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@@ -205,6 +205,7 @@ public:
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void SetForcedCombatMove(float dist);
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private:
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bool mIsCharmed;
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uint32 mFollowCreditType;
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uint32 mFollowArrivedTimer;
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uint32 mFollowCredit;
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@@ -234,7 +235,7 @@ private:
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bool mForcedPaused;
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uint32 mInvincibilityHpLevel;
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bool AssistPlayerInCombat(Unit* who);
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bool AssistPlayerInCombatAgainst(Unit* who);
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uint32 mDespawnTime;
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uint32 mDespawnState;
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