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[10394] Remove redundant use of this-> in recent implemented script calls
Thanks porteyoplait for pointing it out /bonk author Signed-off-by: NoFantasy <nofantasy@nf.no>
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3332ed72a6
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c252ca5bc4
3 changed files with 5 additions and 5 deletions
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@ -1514,7 +1514,7 @@ void Player::setDeathState(DeathState s)
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GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH, 1);
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GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON, 1);
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if (InstanceData* mapInstance = this->GetInstanceData())
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if (InstanceData* mapInstance = GetInstanceData())
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mapInstance->OnPlayerDeath(this);
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}
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@ -7480,7 +7480,7 @@ void Unit::SetInCombatState(bool PvP, Unit* enemy)
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if (((Creature*)this)->AI())
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((Creature*)this)->AI()->EnterCombat(enemy);
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if (InstanceData* mapInstance = this->GetInstanceData())
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if (InstanceData* mapInstance = GetInstanceData())
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mapInstance->OnCreatureEnterCombat((Creature*)this);
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}
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}
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@ -8342,7 +8342,7 @@ void Unit::TauntFadeOut(Unit *taunter)
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if(((Creature*)this)->AI())
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((Creature*)this)->AI()->EnterEvadeMode();
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if (InstanceData* mapInstance = this->GetInstanceData())
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if (InstanceData* mapInstance = GetInstanceData())
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mapInstance->OnCreatureEvade((Creature*)this);
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return;
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@ -8440,7 +8440,7 @@ bool Unit::SelectHostileTarget()
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// enter in evade mode in other case
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((Creature*)this)->AI()->EnterEvadeMode();
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if (InstanceData* mapInstance = this->GetInstanceData())
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if (InstanceData* mapInstance = GetInstanceData())
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mapInstance->OnCreatureEvade((Creature*)this);
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return false;
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "10393"
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#define REVISION_NR "10394"
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#endif // __REVISION_NR_H__
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