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https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-21 09:44:45 +01:00
Whitespace clean-up
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@@ -1434,7 +1434,7 @@ public:
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why = CreatureAI::EVADE_REASON_SEQUENCE_BREAK;
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else if (stricmp(type_str, "FORCE") == 0)
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force = true;
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if (!force && force_str)
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if (stricmp(force_str, "FORCE") == 0)
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force = true;
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@@ -94,7 +94,7 @@ public:
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{
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if (Creature* midnight = ObjectAccessor::GetCreature(*me, _midnightGUID))
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BossAI::_DespawnAtEvade(Seconds(10), midnight);
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me->DespawnOrUnsummon();
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}
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@@ -130,7 +130,7 @@ public:
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if (_phase == PHASE_ATTUMEN_ENGAGES && me->HealthBelowPctDamaged(25, damage))
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{
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_phase = PHASE_NONE;
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if (Creature* midnight = ObjectAccessor::GetCreature(*me, _midnightGUID))
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midnight->AI()->DoCastAOE(SPELL_MOUNT, true);
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}
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@@ -1114,7 +1114,7 @@ enum WS
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WATER = 0x2,
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EARTH = 0x4,
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AIR = 0x8
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};
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};
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enum WSTexts
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{
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@@ -268,7 +268,7 @@ class npc_pit_of_saron_icicle : public CreatureScript
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{
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DoCastSelf(SPELL_ICICLE_FALL_TRIGGER, true);
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DoCastSelf(SPELL_ICICLE_FALL_VISUAL);
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if (Unit* caster = ObjectAccessor::GetUnit(*me, _summonerGUID))
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caster->RemoveDynObject(SPELL_ICICLE_SUMMON);
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});
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@@ -200,7 +200,7 @@ public:
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if (zombie)
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{
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zombieToBeEatenGUID = zombie->GetGUID(); // save for later use
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// the soon-to-be-eaten zombie should stop moving and stop attacking
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zombie->AI()->SetData(DATA_ZOMBIE_STATE, STATE_ZOMBIE_TOBE_EATEN);
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@@ -225,7 +225,7 @@ public:
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case EVENT_KILL_ZOMBIE_SINGLE:
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{
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Creature* zombieToBeEaten = ObjectAccessor::GetCreature(*me, zombieToBeEatenGUID);
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if (zombieToBeEaten && zombieToBeEaten->IsAlive() && zombieToBeEaten->IsWithinDistInMap(me, 10.0))
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if (zombieToBeEaten && zombieToBeEaten->IsAlive() && zombieToBeEaten->IsWithinDistInMap(me, 10.0))
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DoCast(zombieToBeEaten, SPELL_ZOMBIE_CHOW_SEARCH_SINGLE); // do the killing + healing in done inside by spell script see below.
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zombieToBeEatenGUID = ObjectGuid::Empty;
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@@ -249,11 +249,11 @@ public:
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if (zombie && zombie->IsAlive() && zombie->GetExactDist2d(me) > 18.0)
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zombie = nullptr;
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}
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if (zombie) // cast the aoe spell only if at least one zombie is found nearby
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{
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Talk(EMOTE_DEVOURS_ALL);
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DoCastAOE(SPELL_ZOMBIE_CHOW_SEARCH_MULTI);
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DoCastAOE(SPELL_ZOMBIE_CHOW_SEARCH_MULTI);
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}
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break;
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}
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@@ -269,7 +269,7 @@ public:
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me->GetMotionMaster()->MoveIdle();
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events.ScheduleEvent(EVENT_KILL_ZOMBIE_SINGLE, Seconds(1));
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}
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}
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void DoAction(int32 action) override
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@@ -432,10 +432,10 @@ public:
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{
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me->SetReactState(ReactStates::REACT_PASSIVE);
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me->AttackStop();
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me->SetTarget(ObjectGuid::Empty);
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me->SetTarget(ObjectGuid::Empty);
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// at this point, the zombie should be non attacking and non moving.
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me->SetWalk(true); // it doesnt seem to work with MoveFollow() (but it does work with MovePoint()).
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me->SetWalk(true); // it doesnt seem to work with MoveFollow() (but it does work with MovePoint()).
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timer = 1000;
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}
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@@ -264,7 +264,7 @@ public:
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_JustDied();
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Talk(SAY_DEATH);
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}
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void DamageTaken(Unit* /*attacker*/, uint32& damage) override
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{
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if (events.IsInPhase(PHASE_ONE))
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@@ -432,7 +432,7 @@ public:
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if (Is25ManRaid())
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events.ScheduleEvent(EVENT_CHAINS, randtime(Seconds(60), Seconds(80)), 0, PHASE_TWO);
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break;
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case EVENT_FROSTBOLT_VOLLEY:
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DoCastAOE(SPELL_FROSTBOLT_VOLLEY);
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events.Repeat(randtime(Seconds(16), Seconds(18)));
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@@ -624,7 +624,7 @@ struct npc_kelthuzad_minionAI : public ScriptedAI
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ScriptedAI::MoveInLineOfSight(who);
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return;
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}
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if (me->CanStartAttack(who, false) && me->GetDistance2d(who) <= MINION_AGGRO_DISTANCE)
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EnterCombat(who);
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}
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@@ -641,7 +641,7 @@ struct npc_kelthuzad_minionAI : public ScriptedAI
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return pocketId;
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return 0;
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}
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void MovementInform(uint32 /*type*/, uint32 id) override
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{
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if (id == MOVEMENT_MINION_RANDOM)
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@@ -665,7 +665,7 @@ struct npc_kelthuzad_minionAI : public ScriptedAI
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protected:
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InstanceScript* const instance;
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uint32 pocketId;
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private:
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uint32 _movementTimer;
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Position const _home;
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@@ -548,7 +548,7 @@ class spell_sapphiron_frost_breath : public SpellScriptLoader
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toRemove.push_back(target);
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continue;
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}
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bool found = false;
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for (GameObject* block : blocks)
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if (block->IsInBetween(GetCaster(), target, 2.0f) && GetCaster()->GetExactDist2d(block) + 5 >= GetCaster()->GetExactDist2d(target))
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@@ -389,7 +389,7 @@ class boss_high_astromancer_solarian : public CreatureScript
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else
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VoidBolt_Timer -= diff;
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}
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//When Solarian reaches 20% she will transform into a huge void walker.
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if (Phase != 4 && me->HealthBelowPct(20))
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{
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@@ -403,7 +403,7 @@ class boss_high_astromancer_solarian : public CreatureScript
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me->SetDisplayId(MODEL_VOIDWALKER);
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me->SetObjectScale(defaultsize*2.5f);
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}
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DoMeleeAttackIfReady();
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}
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};
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