Ported .Net Core commits:
hondacrx: - Initial commit: Switch to .Net Core 2.0 - Fix build and removed not needed files Fabi: - Updated solution platforms. - Changed folder structure. - Change library target framework to netstandard2.0. - Updated solution platforms again... - Removed windows specific kernel32 function usage (Ctrl-C handler).
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/*
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* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using Framework.Constants;
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using Game.AI;
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using Game.Entities;
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using Game.Scripting;
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namespace Scripts.Pets
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{
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[Script]
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class npc_pet_gen_mojo : ScriptedAI
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{
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public npc_pet_gen_mojo(Creature creature) : base(creature) { }
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public override void Reset()
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{
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_victimGUID.Clear();
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Unit owner = me.GetOwner();
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if (owner)
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me.GetMotionMaster().MoveFollow(owner, 0.0f, 0.0f);
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}
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public override void EnterCombat(Unit who) { }
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public override void UpdateAI(uint diff) { }
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public override void ReceiveEmote(Player player, TextEmotes emote)
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{
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me.HandleEmoteCommand((Emote)emote);
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Unit owner = me.GetOwner();
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if (emote != TextEmotes.Kiss || !owner || !owner.IsTypeId(TypeId.Player) ||
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owner.ToPlayer().GetTeam() != player.GetTeam())
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{
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return;
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}
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Talk(SayMojo, player);
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if (!_victimGUID.IsEmpty())
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{
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Player victim = Global.ObjAccessor.GetPlayer(me, _victimGUID);
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if (victim)
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victim.RemoveAura(SpellFeelingFroggy);
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}
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_victimGUID = player.GetGUID();
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DoCast(player, SpellFeelingFroggy, true);
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DoCast(me, SpellSeductionVisual, true);
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me.GetMotionMaster().MoveFollow(player, 0.0f, 0.0f);
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}
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ObjectGuid _victimGUID;
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const uint SayMojo = 0;
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const uint SpellFeelingFroggy = 43906;
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const uint SpellSeductionVisual = 43919;
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}
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}
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