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