oops, now it builds (and a bonus refactor that annoyed me)
Port From (https://github.com/TrinityCore/TrinityCore/commit/bd158f6c29581e08633c3971a130b0720f90b630)
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@@ -567,6 +567,8 @@ namespace Game.AI
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public override void InitializeAI()
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{
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GetScript().OnInitialize(me);
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_despawnTime = 0;
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_respawnTime = 0;
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_despawnState = 0;
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@@ -574,11 +576,11 @@ namespace Game.AI
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me.SetVisible(true);
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if (me.GetFaction() != me.GetCreatureTemplate().Faction)
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me.RestoreFaction();
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GetScript().OnReset();
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GetScript().ProcessEventsFor(SmartEvents.Respawn);
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if (!me.IsDead())
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{
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GetScript().ProcessEventsFor(SmartEvents.Respawn);
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GetScript().OnReset();
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}
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_followGuid.Clear();//do not reset follower on Reset(), we need it after combat evade
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_followDist = 0;
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@@ -883,7 +885,7 @@ namespace Game.AI
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GetScript().ProcessEventsFor(SmartEvents.FollowCompleted, player);
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}
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public void SetScript9(SmartScriptHolder e, uint entry, Unit invoker)
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public void SetTimedActionList(SmartScriptHolder e, uint entry, Unit invoker)
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{
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GetScript().SetScript9(e, entry, invoker);
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}
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@@ -1127,7 +1129,7 @@ namespace Game.AI
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GetScript().ProcessEventsFor(SmartEvents.DataSet, null, id, value);
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}
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public void SetScript9(SmartScriptHolder e, uint entry, Unit invoker)
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public void SetTimedActionList(SmartScriptHolder e, uint entry, Unit invoker)
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{
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GetScript().SetScript9(e, entry, invoker);
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}
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@@ -1178,7 +1180,7 @@ namespace Game.AI
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GetScript().ProcessEventsFor(SmartEvents.AreatriggerOntrigger, unit);
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}
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public void SetScript9(SmartScriptHolder e, uint entry, Unit invoker)
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public void SetTimedActionList(SmartScriptHolder e, uint entry, Unit invoker)
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{
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GetScript().SetScript9(e, entry, invoker);
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}
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