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https://github.com/mod-playerbots/mod-playerbots.git
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@@ -1,5 +1,6 @@
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/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
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* and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#ifndef _PLAYERBOT_LOOTACTION_H
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@@ -15,43 +16,43 @@ class SpellInfo;
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class LootAction : public MovementAction
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{
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public:
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LootAction(PlayerbotAI* botAI) : MovementAction(botAI, "loot") { }
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public:
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LootAction(PlayerbotAI* botAI) : MovementAction(botAI, "loot") {}
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bool Execute(Event event) override;
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bool isUseful() override;
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bool Execute(Event event) override;
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bool isUseful() override;
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};
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class OpenLootAction : public MovementAction
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{
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public:
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OpenLootAction(PlayerbotAI* botAI) : MovementAction(botAI, "open loot") { }
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public:
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OpenLootAction(PlayerbotAI* botAI) : MovementAction(botAI, "open loot") {}
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bool Execute(Event event) override;
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bool Execute(Event event) override;
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private:
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bool DoLoot(LootObject& lootObject);
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uint32 GetOpeningSpell(LootObject& lootObject);
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uint32 GetOpeningSpell(LootObject& lootObject, GameObject* go);
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bool CanOpenLock(LootObject& lootObject, SpellInfo const* spellInfo, GameObject* go);
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bool CanOpenLock(uint32 skillId, uint32 reqSkillValue);
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private:
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bool DoLoot(LootObject& lootObject);
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uint32 GetOpeningSpell(LootObject& lootObject);
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uint32 GetOpeningSpell(LootObject& lootObject, GameObject* go);
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bool CanOpenLock(LootObject& lootObject, SpellInfo const* spellInfo, GameObject* go);
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bool CanOpenLock(uint32 skillId, uint32 reqSkillValue);
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};
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class StoreLootAction : public InventoryAction
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{
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public:
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StoreLootAction(PlayerbotAI* botAI) : InventoryAction(botAI, "store loot") { }
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public:
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StoreLootAction(PlayerbotAI* botAI) : InventoryAction(botAI, "store loot") {}
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bool Execute(Event event) override;
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static bool IsLootAllowed(uint32 itemid, PlayerbotAI* botAI);
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bool Execute(Event event) override;
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static bool IsLootAllowed(uint32 itemid, PlayerbotAI* botAI);
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};
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class ReleaseLootAction : public InventoryAction
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{
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public:
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ReleaseLootAction(PlayerbotAI* botAI) : InventoryAction(botAI, "release loot") { }
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public:
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ReleaseLootAction(PlayerbotAI* botAI) : InventoryAction(botAI, "release loot") {}
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bool Execute(Event event) override;
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bool Execute(Event event) override;
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};
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#endif
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