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*AI structure update.
--HG-- branch : trunk
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@@ -38,7 +38,7 @@ int PetAI::Permissible(const Creature *creature)
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return PERMIT_BASE_NO;
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}
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PetAI::PetAI(Creature *c) : i_pet(*c), i_tracker(TIME_INTERVAL_LOOK), inCombat(false)
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PetAI::PetAI(Creature *c) : CreatureAI(c), i_pet(*c), i_tracker(TIME_INTERVAL_LOOK), inCombat(false)
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{
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m_AllySet.clear();
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UpdateAllies();
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@@ -87,11 +87,6 @@ void PetAI::EnterEvadeMode()
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{
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}
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bool PetAI::IsVisible(Unit *pl) const
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{
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return _isVisible(pl);
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}
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bool PetAI::_needToStop() const
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{
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// This is needed for charmed creatures, as once their target was reset other effects can trigger threat
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@@ -291,13 +286,6 @@ void PetAI::UpdateAI(const uint32 diff)
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}
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}
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bool PetAI::_isVisible(Unit *u) const
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{
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//return false; //( ((Creature*)&i_pet)->GetDistanceSq(u) * 1.0<= sWorld.getConfig(CONFIG_SIGHT_GUARDER) && !u->m_stealth && u->isAlive());
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return i_pet.GetDistance(u) < sWorld.getConfig(CONFIG_SIGHT_GUARDER)
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&& u->isVisibleForOrDetect(&i_pet,true);
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}
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void PetAI::UpdateAllies()
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{
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Unit* owner = i_pet.GetCharmerOrOwner();
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