Some cleanups. (might break build for scripts as they are a WIP)
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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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