Some cleanups. (might break build for scripts as they are a WIP)
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@@ -90,7 +90,7 @@ namespace Game.AI
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// Do not use AddEscortState, removing everything from previous
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_escortState = SmartEscortState.Escorting;
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if (invoker && invoker.IsPlayer())
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if (invoker != null && invoker.IsPlayer())
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{
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_escortNPCFlags = (uint)me.GetNpcFlags();
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me.ReplaceAllNpcFlags(NPCFlags.None);
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@@ -226,7 +226,7 @@ namespace Game.AI
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player.FailQuest(EscortQuestID);
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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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@@ -234,7 +234,7 @@ namespace Game.AI
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if (!groupGuy.IsInMap(player))
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continue;
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if (!fail && groupGuy.IsAtGroupRewardDistance(me) && !groupGuy.GetCorpse())
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if (!fail && groupGuy.IsAtGroupRewardDistance(me) && groupGuy.GetCorpse() == null)
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groupGuy.AreaExploredOrEventHappens(EscortQuestID);
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else if (fail)
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groupGuy.FailQuest(EscortQuestID);
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@@ -340,7 +340,7 @@ namespace Game.AI
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return true;
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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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@@ -458,7 +458,7 @@ namespace Game.AI
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else
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{
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Unit target = !_followGuid.IsEmpty() ? Global.ObjAccessor.GetUnit(me, _followGuid) : null;
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if (target)
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if (target != null)
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{
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me.GetMotionMaster().MoveFollow(target, _followDist, _followAngle);
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// evade is not cleared in MoveFollow, so we can't keep it
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@@ -832,7 +832,7 @@ namespace Game.AI
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{
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if (on)
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{
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if (!me.HasReactState(ReactStates.Passive) && me.GetVictim() && !me.GetMotionMaster().HasMovementGenerator(movement =>
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if (!me.HasReactState(ReactStates.Passive) && me.GetVictim() != null && !me.GetMotionMaster().HasMovementGenerator(movement =>
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{
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return movement.GetMovementGeneratorType() == MovementGeneratorType.Chase && movement.Mode == MovementGeneratorMode.Default && movement.Priority == MovementGeneratorPriority.Normal;
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}))
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@@ -1013,7 +1013,7 @@ namespace Game.AI
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{
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if (_followArrivedTimer < diff)
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{
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if (me.FindNearestCreature(_followArrivedEntry, SharedConst.InteractionDistance, true))
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if (me.FindNearestCreature(_followArrivedEntry, SharedConst.InteractionDistance, true) != null)
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{
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StopFollow(true);
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return;
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