mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-02-02 10:33:46 +00:00
refactor(Core): apply clang-tidy modernize-use-override (#3817)
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@@ -18,7 +18,7 @@ class AggressorAI : public CreatureAI
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public:
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explicit AggressorAI(Creature* c) : CreatureAI(c) {}
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void UpdateAI(uint32);
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void UpdateAI(uint32) override;
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static int Permissible(const Creature*);
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};
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@@ -29,11 +29,11 @@ class CombatAI : public CreatureAI
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public:
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explicit CombatAI(Creature* c) : CreatureAI(c) {}
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void InitializeAI();
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void Reset();
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void EnterCombat(Unit* who);
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void JustDied(Unit* killer);
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void UpdateAI(uint32 diff);
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void InitializeAI() override;
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void Reset() override;
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void EnterCombat(Unit* who) override;
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void JustDied(Unit* killer) override;
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void UpdateAI(uint32 diff) override;
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static int Permissible(Creature const* /*creature*/) { return PERMIT_BASE_NO; }
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@@ -46,10 +46,10 @@ class CasterAI : public CombatAI
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{
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public:
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explicit CasterAI(Creature* c) : CombatAI(c) { m_attackDist = MELEE_RANGE; }
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void InitializeAI();
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void AttackStart(Unit* victim) { AttackStartCaster(victim, m_attackDist); }
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void UpdateAI(uint32 diff);
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void EnterCombat(Unit* /*who*/);
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void InitializeAI() override;
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void AttackStart(Unit* victim) override { AttackStartCaster(victim, m_attackDist); }
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void UpdateAI(uint32 diff) override;
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void EnterCombat(Unit* /*who*/) override;
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private:
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float m_attackDist;
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};
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@@ -58,8 +58,8 @@ struct ArcherAI : public CreatureAI
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{
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public:
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explicit ArcherAI(Creature* c);
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void AttackStart(Unit* who);
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void UpdateAI(uint32 diff);
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void AttackStart(Unit* who) override;
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void UpdateAI(uint32 diff) override;
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static int Permissible(Creature const* /*creature*/) { return PERMIT_BASE_NO; }
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@@ -72,9 +72,9 @@ 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;
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void AttackStart(Unit* who);
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void UpdateAI(uint32 diff);
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bool CanAIAttack(const Unit* 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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static int Permissible(Creature const* /*creature*/) { return PERMIT_BASE_NO; }
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@@ -89,10 +89,10 @@ struct VehicleAI : public CreatureAI
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public:
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explicit VehicleAI(Creature* creature);
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void UpdateAI(uint32 diff);
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void MoveInLineOfSight(Unit*) {}
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void AttackStart(Unit*) {}
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void OnCharmed(bool apply);
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void UpdateAI(uint32 diff) override;
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void MoveInLineOfSight(Unit*) override {}
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void AttackStart(Unit*) override {}
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void OnCharmed(bool apply) override;
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static int Permissible(Creature const* /*creature*/) { return PERMIT_BASE_NO; }
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@@ -57,7 +57,7 @@ class NullGameObjectAI : public GameObjectAI
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public:
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explicit NullGameObjectAI(GameObject* g);
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void UpdateAI(uint32 /*diff*/) {}
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void UpdateAI(uint32 /*diff*/) override {}
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static int Permissible(GameObject const* /*go*/) { return PERMIT_BASE_IDLE; }
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};
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@@ -18,8 +18,8 @@ public:
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static int Permissible(Creature const* creature);
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void Reset();
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void EnterEvadeMode();
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void JustDied(Unit* killer);
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void Reset() override;
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void EnterEvadeMode() override;
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void JustDied(Unit* killer) override;
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};
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#endif
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@@ -15,9 +15,9 @@ class PassiveAI : public CreatureAI
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public:
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explicit PassiveAI(Creature* c);
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void MoveInLineOfSight(Unit*) {}
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void AttackStart(Unit*) {}
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void UpdateAI(uint32);
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void MoveInLineOfSight(Unit*) override {}
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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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};
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@@ -27,13 +27,13 @@ class PossessedAI : public CreatureAI
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public:
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explicit PossessedAI(Creature* c);
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void MoveInLineOfSight(Unit*) {}
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void AttackStart(Unit* target);
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void UpdateAI(uint32);
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void EnterEvadeMode() {}
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void MoveInLineOfSight(Unit*) override {}
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void AttackStart(Unit* target) override;
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void UpdateAI(uint32) override;
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void EnterEvadeMode() override {}
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void JustDied(Unit*);
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void KilledUnit(Unit* victim);
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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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};
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@@ -43,11 +43,11 @@ class NullCreatureAI : public CreatureAI
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public:
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explicit NullCreatureAI(Creature* c);
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void MoveInLineOfSight(Unit*) {}
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void AttackStart(Unit*) {}
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void UpdateAI(uint32) {}
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void EnterEvadeMode() {}
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void OnCharmed(bool /*apply*/) {}
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void MoveInLineOfSight(Unit*) override {}
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void AttackStart(Unit*) override {}
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void UpdateAI(uint32) override {}
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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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};
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@@ -57,9 +57,9 @@ class CritterAI : public PassiveAI
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public:
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explicit CritterAI(Creature* c) : PassiveAI(c) { _combatTimer = 0; }
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void DamageTaken(Unit* /*done_by*/, uint32& /*damage*/, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask);
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void EnterEvadeMode();
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void UpdateAI(uint32);
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void DamageTaken(Unit* /*done_by*/, uint32& /*damage*/, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) override;
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void EnterEvadeMode() override;
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void UpdateAI(uint32) override;
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// Xinef: Added
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private:
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@@ -70,7 +70,7 @@ class TriggerAI : public NullCreatureAI
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{
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public:
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explicit TriggerAI(Creature* c) : NullCreatureAI(c) {}
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void IsSummonedBy(Unit* summoner);
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void IsSummonedBy(Unit* summoner) override;
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};
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#endif
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@@ -38,24 +38,24 @@ public:
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explicit PetAI(Creature* c);
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void UpdateAI(uint32);
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void UpdateAI(uint32) override;
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static int Permissible(const Creature*);
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void KilledUnit(Unit* /*victim*/);
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void AttackStart(Unit* target);
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void MovementInform(uint32 moveType, uint32 data);
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void OwnerAttackedBy(Unit* attacker);
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void OwnerAttacked(Unit* target);
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void AttackedBy(Unit* attacker);
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void ReceiveEmote(Player* player, uint32 textEmote);
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void KilledUnit(Unit* /*victim*/) override;
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void AttackStart(Unit* target) override;
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void MovementInform(uint32 moveType, uint32 data) override;
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void OwnerAttackedBy(Unit* attacker) override;
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void OwnerAttacked(Unit* target) override;
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void AttackedBy(Unit* attacker) override;
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void ReceiveEmote(Player* player, uint32 textEmote) override;
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// The following aren't used by the PetAI but need to be defined to override
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// default CreatureAI functions which interfere with the PetAI
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//
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void MoveInLineOfSight(Unit* /*who*/) {} // CreatureAI interferes with returning pets
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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() {} // For fleeing, pets don't use this type of Evade mechanic
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void SpellHit(Unit* caster, const SpellInfo* spellInfo);
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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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private:
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bool _isVisible(Unit*) const;
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@@ -17,8 +17,8 @@ public:
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explicit ReactorAI(Creature* c) : CreatureAI(c) {}
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void MoveInLineOfSight(Unit*) {}
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void UpdateAI(uint32 diff);
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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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};
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@@ -19,13 +19,13 @@ public:
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explicit TotemAI(Creature* c);
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void MoveInLineOfSight(Unit* who);
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void AttackStart(Unit* victim);
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void EnterEvadeMode();
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void SpellHit(Unit* /*caster*/, const SpellInfo* /*spellInfo*/);
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void DoAction(int32 param);
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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 DoAction(int32 param) override;
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void UpdateAI(uint32 diff);
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void UpdateAI(uint32 diff) override;
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static int Permissible(Creature const* creature);
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private:
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@@ -36,7 +36,7 @@ class KillMagnetEvent : public BasicEvent
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{
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public:
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KillMagnetEvent(Unit& self) : _self(self) { }
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bool Execute(uint64 /*e_time*/, uint32 /*p_time*/)
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bool Execute(uint64 /*e_time*/, uint32 /*p_time*/) override
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{
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_self.setDeathState(JUST_DIED);
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return true;
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@@ -316,13 +316,13 @@ protected:
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public:
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explicit PlayerAI(Player* player) : UnitAI((Unit*)player), me(player) {}
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void OnCharmed(bool apply);
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void OnCharmed(bool apply) override;
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};
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class SimpleCharmedAI : public PlayerAI
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{
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public:
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void UpdateAI(uint32 diff);
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void UpdateAI(uint32 diff) override;
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SimpleCharmedAI(Player* player): PlayerAI(player) {}
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};
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