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refactor(Core/Game): restyle game lib with astyle (#3466)
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@@ -21,48 +21,48 @@ enum eFollowState
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class FollowerAI : public ScriptedAI
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{
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public:
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explicit FollowerAI(Creature* creature);
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~FollowerAI() {}
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public:
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explicit FollowerAI(Creature* creature);
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~FollowerAI() {}
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//virtual void WaypointReached(uint32 uiPointId) = 0;
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//virtual void WaypointReached(uint32 uiPointId) = 0;
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void MovementInform(uint32 motionType, uint32 pointId);
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void MovementInform(uint32 motionType, uint32 pointId);
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void AttackStart(Unit*);
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void AttackStart(Unit*);
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void MoveInLineOfSight(Unit*);
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void MoveInLineOfSight(Unit*);
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void EnterEvadeMode();
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void EnterEvadeMode();
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void JustDied(Unit*);
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void JustDied(Unit*);
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void JustRespawned();
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void JustRespawned();
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void UpdateAI(uint32); //the "internal" update, calls UpdateFollowerAI()
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virtual void UpdateFollowerAI(uint32); //used when it's needed to add code in update (abilities, scripted events, etc)
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void UpdateAI(uint32); //the "internal" update, calls UpdateFollowerAI()
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virtual void UpdateFollowerAI(uint32); //used when it's needed to add code in update (abilities, scripted events, etc)
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void StartFollow(Player* player, uint32 factionForFollower = 0, const Quest* quest = nullptr);
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void StartFollow(Player* player, uint32 factionForFollower = 0, const Quest* quest = nullptr);
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void SetFollowPaused(bool bPaused); //if special event require follow mode to hold/resume during the follow
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void SetFollowComplete(bool bWithEndEvent = false);
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void SetFollowPaused(bool bPaused); //if special event require follow mode to hold/resume during the follow
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void SetFollowComplete(bool bWithEndEvent = false);
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bool HasFollowState(uint32 uiFollowState) { return (m_uiFollowState & uiFollowState); }
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bool HasFollowState(uint32 uiFollowState) { return (m_uiFollowState & uiFollowState); }
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protected:
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Player* GetLeaderForFollower();
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protected:
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Player* GetLeaderForFollower();
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private:
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void AddFollowState(uint32 uiFollowState) { m_uiFollowState |= uiFollowState; }
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void RemoveFollowState(uint32 uiFollowState) { m_uiFollowState &= ~uiFollowState; }
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private:
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void AddFollowState(uint32 uiFollowState) { m_uiFollowState |= uiFollowState; }
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void RemoveFollowState(uint32 uiFollowState) { m_uiFollowState &= ~uiFollowState; }
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bool AssistPlayerInCombat(Unit* who);
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bool AssistPlayerInCombat(Unit* who);
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uint64 m_uiLeaderGUID;
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uint32 m_uiUpdateFollowTimer;
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uint32 m_uiFollowState;
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uint64 m_uiLeaderGUID;
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uint32 m_uiUpdateFollowTimer;
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uint32 m_uiFollowState;
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const Quest* m_pQuestForFollow; //normally we have a quest
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const Quest* m_pQuestForFollow; //normally we have a quest
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};
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#endif
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