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[SD3] first commit with SD3 inplace - not complete yet
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603 changed files with 222771 additions and 1729 deletions
275
src/modules/SD3/base/guard_ai.cpp
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275
src/modules/SD3/base/guard_ai.cpp
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/**
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* ScriptDev3 is an extension for mangos providing enhanced features for
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* area triggers, creatures, game objects, instances, items, and spells beyond
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* the default database scripting in mangos.
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*
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* Copyright (C) 2006-2013 ScriptDev2 <http://www.scriptdev2.com/>
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* Copyright (C) 2014-2016 MaNGOS <https://getmangos.eu>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* World of Warcraft, and all World of Warcraft or Warcraft art, images,
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* and lore are copyrighted by Blizzard Entertainment, Inc.
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*/
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/* ScriptData
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SDName: Guard_AI
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SD%Complete: 90
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SDComment:
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SDCategory: Guards
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EndScriptData */
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#include "precompiled.h"
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#include "guard_ai.h"
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// This script is for use within every single guard to save coding time
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guardAI::guardAI(Creature* pCreature) : ScriptedAI(pCreature),
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m_uiGlobalCooldown(0),
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m_uiBuffTimer(0)
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{}
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void guardAI::Reset()
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{
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m_uiGlobalCooldown = 0;
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m_uiBuffTimer = 0; // Rebuff as soon as we can
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}
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void guardAI::Aggro(Unit* pWho)
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{
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if (m_creature->GetEntry() == NPC_CENARION_INFANTRY)
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{
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switch (urand(0, 2))
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{
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case 0:
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DoScriptText(SAY_GUARD_SIL_AGGRO1, m_creature, pWho);
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break;
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case 1:
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DoScriptText(SAY_GUARD_SIL_AGGRO2, m_creature, pWho);
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break;
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case 2:
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DoScriptText(SAY_GUARD_SIL_AGGRO3, m_creature, pWho);
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break;
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}
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}
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if (const SpellEntry* pSpellInfo = m_creature->ReachWithSpellAttack(pWho))
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{
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DoCastSpell(pWho, pSpellInfo);
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}
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}
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void guardAI::JustDied(Unit* pKiller)
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{
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// Send Zone Under Attack message to the LocalDefense and WorldDefense Channels
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if (Player* pPlayer = pKiller->GetCharmerOrOwnerPlayerOrPlayerItself())
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{
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m_creature->SendZoneUnderAttackMessage(pPlayer);
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}
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}
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void guardAI::UpdateAI(const uint32 uiDiff)
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{
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// Always decrease our global cooldown first
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if (m_uiGlobalCooldown > uiDiff)
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{
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m_uiGlobalCooldown -= uiDiff;
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}
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else
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{
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m_uiGlobalCooldown = 0;
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}
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// Buff timer (only buff when we are alive and not in combat
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if (m_creature->IsAlive() && !m_creature->IsInCombat())
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{
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if (m_uiBuffTimer < uiDiff)
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{
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// Find a spell that targets friendly and applies an aura (these are generally buffs)
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const SpellEntry* pSpellInfo = SelectSpell(m_creature, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_AURA);
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if (pSpellInfo && !m_uiGlobalCooldown)
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{
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// Cast the buff spell
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DoCastSpell(m_creature, pSpellInfo);
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// Set our global cooldown
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m_uiGlobalCooldown = GENERIC_CREATURE_COOLDOWN;
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// Set our timer to 10 minutes before rebuff
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m_uiBuffTimer = 600000;
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} // Try again in 30 seconds
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else
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{
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m_uiBuffTimer = 30000;
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}
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}
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else
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{
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m_uiBuffTimer -= uiDiff;
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}
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}
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// Return since we have no target
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if (!m_creature->SelectHostileTarget() || !m_creature->getVictim())
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{
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return;
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}
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// Make sure our attack is ready and we arn't currently casting
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if (m_creature->isAttackReady() && !m_creature->IsNonMeleeSpellCasted(false))
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{
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// If we are within range melee the target
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if (m_creature->CanReachWithMeleeAttack(m_creature->getVictim()))
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{
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bool bHealing = false;
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const SpellEntry* pSpellInfo = NULL;
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// Select a healing spell if less than 30% hp
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if (m_creature->GetHealthPercent() < 30.0f)
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{
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pSpellInfo = SelectSpell(m_creature, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_HEALING);
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}
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// No healing spell available, select a hostile spell
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if (pSpellInfo)
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{
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bHealing = true;
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}
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else
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{
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pSpellInfo = SelectSpell(m_creature->getVictim(), -1, -1, SELECT_TARGET_ANY_ENEMY, 0, 0, 0, 0, SELECT_EFFECT_DONTCARE);
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}
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// 20% chance to replace our white hit with a spell
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if (pSpellInfo && !urand(0, 4) && !m_uiGlobalCooldown)
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{
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// Cast the spell
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if (bHealing)
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{
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DoCastSpell(m_creature, pSpellInfo);
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}
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else
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{
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DoCastSpell(m_creature->getVictim(), pSpellInfo);
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}
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// Set our global cooldown
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m_uiGlobalCooldown = GENERIC_CREATURE_COOLDOWN;
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}
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else
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{
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m_creature->AttackerStateUpdate(m_creature->getVictim());
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}
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m_creature->resetAttackTimer();
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}
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}
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else
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{
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// Only run this code if we arn't already casting
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if (!m_creature->IsNonMeleeSpellCasted(false))
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{
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bool bHealing = false;
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const SpellEntry* pSpellInfo = NULL;
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// Select a healing spell if less than 30% hp ONLY 33% of the time
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if (m_creature->GetHealthPercent() < 30.0f && !urand(0, 2))
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{
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pSpellInfo = SelectSpell(m_creature, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_HEALING);
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}
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// No healing spell available, See if we can cast a ranged spell (Range must be greater than ATTACK_DISTANCE)
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if (pSpellInfo)
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{
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bHealing = true;
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}
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else
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{
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pSpellInfo = SelectSpell(m_creature->getVictim(), -1, -1, SELECT_TARGET_ANY_ENEMY, 0, 0, ATTACK_DISTANCE, 0, SELECT_EFFECT_DONTCARE);
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}
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// Found a spell, check if we arn't on cooldown
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if (pSpellInfo && !m_uiGlobalCooldown)
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{
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// If we are currently moving stop us and set the movement generator
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if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() != IDLE_MOTION_TYPE)
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{
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m_creature->GetMotionMaster()->Clear(false);
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m_creature->GetMotionMaster()->MoveIdle();
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}
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// Cast spell
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if (bHealing)
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{
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DoCastSpell(m_creature, pSpellInfo);
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}
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else
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{
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DoCastSpell(m_creature->getVictim(), pSpellInfo);
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}
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// Set our global cooldown
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m_uiGlobalCooldown = GENERIC_CREATURE_COOLDOWN;
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} // If no spells available and we arn't moving run to target
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else if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() != CHASE_MOTION_TYPE)
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{
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// Cancel our current spell and then mutate new movement generator
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m_creature->InterruptNonMeleeSpells(false);
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m_creature->GetMotionMaster()->Clear(false);
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m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim());
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}
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}
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}
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}
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void guardAI::DoReplyToTextEmote(uint32 uiTextEmote)
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{
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switch (uiTextEmote)
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{
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case TEXTEMOTE_KISS:
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m_creature->HandleEmote(EMOTE_ONESHOT_BOW);
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break;
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case TEXTEMOTE_WAVE:
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m_creature->HandleEmote(EMOTE_ONESHOT_WAVE);
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break;
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case TEXTEMOTE_SALUTE:
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m_creature->HandleEmote(EMOTE_ONESHOT_SALUTE);
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break;
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case TEXTEMOTE_SHY:
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m_creature->HandleEmote(EMOTE_ONESHOT_FLEX);
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break;
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case TEXTEMOTE_RUDE:
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case TEXTEMOTE_CHICKEN:
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m_creature->HandleEmote(EMOTE_ONESHOT_POINT);
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break;
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}
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}
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void guardAI_orgrimmar::ReceiveEmote(Player* pPlayer, uint32 uiTextEmote)
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{
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if (pPlayer->GetTeam() == HORDE)
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{
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DoReplyToTextEmote(uiTextEmote);
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}
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}
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void guardAI_stormwind::ReceiveEmote(Player* pPlayer, uint32 uiTextEmote)
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{
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if (pPlayer->GetTeam() == ALLIANCE)
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{
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DoReplyToTextEmote(uiTextEmote);
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}
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}
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