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Core/SAI: more cherrypick followups
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@@ -73,12 +73,9 @@ class TC_GAME_API SmartAI : public CreatureAI
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void WaypointReached(uint32 nodeId, uint32 pathId) override;
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void WaypointPathEnded(uint32 nodeId, uint32 pathId) override;
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void SetScript9(SmartScriptHolder& e, uint32 entry, Unit* invoker);
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void SetTimedActionList(SmartScriptHolder& e, uint32 entry, Unit* invoker);
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SmartScript* GetScript() { return &mScript; }
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// Called when creature is spawned or respawned
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void JustAppeared() override;
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// Called at reaching home after evade, InitializeAI(), EnterEvadeMode() for resetting variables
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void JustReachedHome() override;
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@@ -267,7 +264,7 @@ class TC_GAME_API SmartGameObjectAI : public GameObjectAI
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void Destroyed(Player* player, uint32 eventId) override;
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void SetData(uint32 id, uint32 value, Unit* invoker);
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void SetData(uint32 id, uint32 value) override { SetData(id, value, nullptr); }
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void SetScript9(SmartScriptHolder& e, uint32 entry, Unit* invoker);
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void SetTimedActionList(SmartScriptHolder& e, uint32 entry, Unit* invoker);
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void OnGameEvent(bool start, uint16 eventId) override;
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void OnLootStateChanged(uint32 state, Unit* unit) override;
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void EventInform(uint32 eventId) override;
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@@ -86,8 +86,7 @@ class TC_GAME_API SmartScript
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void OnReset();
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void ResetBaseObject();
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//TIMED_ACTIONLIST (script type 9 aka script9)
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void SetScript9(SmartScriptHolder& e, uint32 entry, Unit* invoker);
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void SetTimedActionList(SmartScriptHolder& e, uint32 entry, Unit* invoker);
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Unit* GetLastInvoker(Unit* invoker = nullptr);
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ObjectGuid mLastInvoker;
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typedef std::unordered_map<uint32, uint32> CounterMap;
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