Some cleanups. (might break build for scripts as they are a WIP)
This commit is contained in:
@@ -109,10 +109,10 @@ namespace Game.AI
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/// <param name="who"></param>
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public void AddThreat(Unit victim, float amount, Unit who = null)
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{
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if (!victim)
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if (victim == null)
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return;
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if (!who)
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if (who == null)
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who = me;
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who.GetThreatManager().AddThreat(victim, amount, null, true, true);
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@@ -126,10 +126,10 @@ namespace Game.AI
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/// <param name="who"></param>
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public void ModifyThreatByPercent(Unit victim, int pct, Unit who = null)
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{
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if (!victim)
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if (victim == null)
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return;
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if (!who)
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if (who == null)
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who = me;
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who.GetThreatManager().ModifyThreatByPercent(victim, pct);
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@@ -142,10 +142,10 @@ namespace Game.AI
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/// <param name="who"></param>
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public void ResetThreat(Unit victim, Unit who)
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{
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if (!victim)
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if (victim == null)
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return;
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if (!who)
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if (who == null)
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who = me;
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who.GetThreatManager().ResetThreat(victim);
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@@ -157,7 +157,7 @@ namespace Game.AI
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/// <param name="who"></param>
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public void ResetThreatList(Unit who = null)
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{
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if (!who)
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if (who == null)
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who = me;
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who.GetThreatManager().ResetAllThreat();
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@@ -171,10 +171,10 @@ namespace Game.AI
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/// <returns></returns>
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public float GetThreat(Unit victim, Unit who = null)
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{
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if (!victim)
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if (victim == null)
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return 0.0f;
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if (!who)
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if (who == null)
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who = me;
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return who.GetThreatManager().GetThreat(victim);
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@@ -645,11 +645,11 @@ namespace Game.AI
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delayToRespawn = TimeSpan.FromSeconds(2);
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}
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if (!who)
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if (who == null)
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who = me;
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TempSummon whoSummon = who.ToTempSummon();
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if (whoSummon)
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if (whoSummon != null)
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{
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Log.outWarn(LogFilter.ScriptsAi, $"BossAI::_DespawnAtEvade: called on a temporary summon (who: {who.GetGUID()})");
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whoSummon.UnSummon();
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@@ -705,7 +705,7 @@ namespace Game.AI
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void _JustEngagedWith()
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{
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Unit target = SelectTarget(SelectTargetMethod.Random, 0, 0.0f, true);
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if (target)
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if (target != null)
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AttackStart(target);
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}
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@@ -713,7 +713,7 @@ namespace Game.AI
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{
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summons.Summon(summon);
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Unit target = SelectTarget(SelectTargetMethod.Random, 0, 0.0f, true);
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if (target)
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if (target != null)
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summon.GetAI().AttackStart(target);
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}
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@@ -772,7 +772,7 @@ namespace Game.AI
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foreach (var id in this)
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{
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Creature summon = ObjectAccessor.GetCreature(_me, id);
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if (summon && summon.IsAIEnabled() && (entry == 0 || summon.GetEntry() == entry))
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if (summon != null && summon.IsAIEnabled() && (entry == 0 || summon.GetEntry() == entry))
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{
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summon.GetAI().DoZoneInCombat();
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}
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@@ -784,7 +784,7 @@ namespace Game.AI
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foreach (var id in this)
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{
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Creature summon = ObjectAccessor.GetCreature(_me, id);
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if (!summon)
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if (summon == null)
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Remove(id);
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else if (summon.GetEntry() == entry)
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{
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@@ -800,7 +800,7 @@ namespace Game.AI
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{
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Creature summon = ObjectAccessor.GetCreature(_me, this.FirstOrDefault());
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RemoveAt(0);
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if (summon)
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if (summon != null)
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summon.DespawnOrUnsummon();
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}
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}
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@@ -821,7 +821,7 @@ namespace Game.AI
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{
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foreach (var id in this)
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{
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if (!ObjectAccessor.GetCreature(_me, id))
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if (ObjectAccessor.GetCreature(_me, id) == null)
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Remove(id);
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}
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}
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@@ -847,7 +847,7 @@ namespace Game.AI
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foreach (var id in this)
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{
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Creature summon = ObjectAccessor.GetCreature(_me, id);
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if (summon && summon.GetEntry() == entry)
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if (summon != null && summon.GetEntry() == entry)
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return true;
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}
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@@ -859,7 +859,7 @@ namespace Game.AI
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foreach (var guid in summons)
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{
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Creature summon = ObjectAccessor.GetCreature(_me, guid);
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if (summon && summon.IsAIEnabled())
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if (summon != null && summon.IsAIEnabled())
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summon.GetAI().DoAction(action);
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}
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}
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@@ -33,7 +33,7 @@ namespace Game.AI
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//see followerAI
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bool AssistPlayerInCombatAgainst(Unit who)
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{
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if (!who || !who.GetVictim())
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if (who == null || who.GetVictim() == null)
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return false;
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if (me.HasReactState(ReactStates.Passive))
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@@ -44,7 +44,7 @@ namespace Game.AI
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return false;
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//not a player
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if (!who.GetVictim().GetCharmerOrOwnerPlayerOrPlayerItself())
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if (who.GetVictim().GetCharmerOrOwnerPlayerOrPlayerItself() == null)
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return false;
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//never attack friendly
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@@ -78,15 +78,15 @@ namespace Game.AI
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return;
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Player player = GetPlayerForEscort();
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if (player)
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if (player != null)
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{
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Group group = player.GetGroup();
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if (group)
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if (group != null)
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{
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for (GroupReference groupRef = group.GetFirstMember(); groupRef != null; groupRef = groupRef.Next())
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{
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Player member = groupRef.GetSource();
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if (member)
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if (member != null)
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if (member.IsInMap(player))
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member.FailQuest(_escortQuest.Id);
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}
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@@ -145,15 +145,15 @@ namespace Game.AI
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bool IsPlayerOrGroupInRange()
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{
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Player player = GetPlayerForEscort();
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if (player)
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if (player != null)
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{
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Group group = player.GetGroup();
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if (group)
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if (group != null)
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{
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for (GroupReference groupRef = group.GetFirstMember(); groupRef != null; groupRef = groupRef.Next())
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{
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Player member = groupRef.GetSource();
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if (member)
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if (member != null)
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if (me.IsWithinDistInMap(member, GetMaxPlayerDistance()))
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return true;
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}
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@@ -47,15 +47,15 @@ namespace Game.AI
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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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if (player != null)
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{
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Group group = player.GetGroup();
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if (group)
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if (group != null)
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{
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for (GroupReference groupRef = group.GetFirstMember(); groupRef != null; groupRef = groupRef.Next())
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{
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Player member = groupRef.GetSource();
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if (member)
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if (member != null)
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if (member.IsInMap(player))
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member.FailQuest(_questForFollow);
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}
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@@ -104,10 +104,10 @@ namespace Game.AI
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bool questAbandoned = (_questForFollow != 0);
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Player player = GetLeaderForFollower();
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if (player)
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if (player != null)
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{
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Group group = player.GetGroup();
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if (group)
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if (group != null)
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{
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for (GroupReference groupRef = group.GetFirstMember(); groupRef != null && (maxRangeExceeded || questAbandoned); groupRef = groupRef.Next())
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{
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@@ -247,19 +247,19 @@ namespace Game.AI
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Player GetLeaderForFollower()
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{
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Player player = Global.ObjAccessor.GetPlayer(me, _leaderGUID);
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if (player)
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if (player != null)
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{
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if (player.IsAlive())
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return player;
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else
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{
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Group group = player.GetGroup();
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if (group)
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if (group != null)
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{
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for (GroupReference groupRef = group.GetFirstMember(); groupRef != null; groupRef = groupRef.Next())
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{
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Player member = groupRef.GetSource();
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if (member && me.IsWithinDistInMap(member, 100.0f) && member.IsAlive())
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if (member != null && me.IsWithinDistInMap(member, 100.0f) && member.IsAlive())
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{
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Log.outDebug(LogFilter.Scripts, $"FollowerAI::GetLeaderForFollower: GetLeader changed and returned new leader. ({me.GetGUID()})");
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_leaderGUID = member.GetGUID();
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@@ -279,7 +279,7 @@ namespace Game.AI
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//The flag (type_flag) is unconfirmed, but used here for further research and is a good candidate.
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bool ShouldAssistPlayerInCombatAgainst(Unit who)
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{
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if (!who || !who.GetVictim())
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if (who == null || who.GetVictim() == null)
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return false;
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//experimental (unknown) flag not present
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