Core/Refactor: Part 3
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@@ -133,12 +133,10 @@ namespace Game.AI
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uint spellCount = 0;
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SpellInfo tempSpell = null;
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//Check if each spell is viable(set it to null if not)
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for (uint i = 0; i < SharedConst.MaxCreatureSpells; i++)
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{
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tempSpell = Global.SpellMgr.GetSpellInfo(me.m_spells[i]);
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SpellInfo tempSpell = Global.SpellMgr.GetSpellInfo(me.m_spells[i]);
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//This spell doesn't exist
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if (tempSpell == null)
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@@ -142,7 +142,7 @@ namespace Game.AI
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if (!HasFollowState(eFollowState.Inprogress) || m_uiLeaderGUID.IsEmpty() || m_pQuestForFollow == null)
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return;
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/// @todo need a better check for quests with time limit.
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// @todo need a better check for quests with time limit.
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Player player = GetLeaderForFollower();
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if (player)
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{
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