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Game/AI: Remove some unused old logic.
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@@ -191,36 +191,6 @@ void CreatureAI::EnterEvadeMode(EvadeReason why)
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me->GetVehicleKit()->Reset(true);
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}
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void CreatureAI::SetGazeOn(Unit* target)
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{
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if (me->IsValidAttackTarget(target))
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{
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if (!me->IsFocusing(nullptr, true) && target != me->GetVictim())
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AttackStart(target);
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me->SetReactState(REACT_PASSIVE);
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}
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}
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bool CreatureAI::UpdateVictimWithGaze()
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{
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if (!me->IsEngaged())
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return false;
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if (me->HasReactState(REACT_PASSIVE))
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{
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if (me->GetVictim())
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return true;
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else
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me->SetReactState(REACT_AGGRESSIVE);
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}
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if (Unit* victim = me->SelectVictim())
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if (!me->IsFocusing(nullptr, true) && victim != me->GetVictim())
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AttackStart(victim);
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return me->GetVictim() != nullptr;
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}
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bool CreatureAI::UpdateVictim()
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{
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if (!me->IsEngaged())
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@@ -75,9 +75,6 @@ class TC_GAME_API CreatureAI : public UnitAI
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Creature* const me;
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bool UpdateVictim();
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bool UpdateVictimWithGaze();
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void SetGazeOn(Unit* target);
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Creature* DoSummon(uint32 entry, Position const& pos, uint32 despawnTime = 30000, TempSummonType summonType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
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Creature* DoSummon(uint32 entry, WorldObject* obj, float radius = 5.0f, uint32 despawnTime = 30000, TempSummonType summonType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
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