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Core/General: Fix some comment style. //* to // *. Fixes certain code display errors on nano. Thanks to Aokromes for pointing out.
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@@ -88,11 +88,11 @@ class example_creature : public CreatureScript
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struct example_creatureAI : public ScriptedAI
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{
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//*** HANDLED FUNCTION ***
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// *** HANDLED FUNCTION ***
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//This is the constructor, called only once when the Creature is first created
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example_creatureAI(Creature *c) : ScriptedAI(c) {}
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//*** CUSTOM VARIABLES ****
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// *** CUSTOM VARIABLES ****
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//These variables are for use only by this individual script.
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//Nothing else will ever call them but us.
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@@ -105,7 +105,7 @@ class example_creature : public CreatureScript
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uint32 m_uiPhase; // The current battle phase we are in
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uint32 m_uiPhaseTimer; // Timer until phase transition
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//*** HANDLED FUNCTION ***
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// *** HANDLED FUNCTION ***
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//This is called after spawn and whenever the core decides we need to evade
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void Reset()
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{
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@@ -119,7 +119,7 @@ class example_creature : public CreatureScript
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me->RestoreFaction();
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}
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//*** HANDLED FUNCTION ***
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// *** HANDLED FUNCTION ***
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// Enter Combat called once per combat
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void EnterCombat(Unit* pWho)
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{
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@@ -127,7 +127,7 @@ class example_creature : public CreatureScript
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DoScriptText(SAY_AGGRO, me, pWho);
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}
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//*** HANDLED FUNCTION ***
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// *** HANDLED FUNCTION ***
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// Attack Start is called when victim change (including at start of combat)
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// By default, attack pWho and start movement toward the victim.
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//void AttackStart(Unit* pWho)
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@@ -135,14 +135,14 @@ class example_creature : public CreatureScript
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// ScriptedAI::AttackStart(pWho);
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//}
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//*** HANDLED FUNCTION ***
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// *** HANDLED FUNCTION ***
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// Called when going out of combat. Reset is called just after.
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void EnterEvadeMode()
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{
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DoScriptText(SAY_EVADE, me);
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}
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//*** HANDLED FUNCTION ***
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// *** HANDLED FUNCTION ***
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//Our Receive emote function
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void ReceiveEmote(Player* /*pPlayer*/, uint32 uiTextEmote)
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{
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@@ -159,7 +159,7 @@ class example_creature : public CreatureScript
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}
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}
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//*** HANDLED FUNCTION ***
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// *** HANDLED FUNCTION ***
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//Update AI is called Every single map update (roughly once every 50ms if a player is within the grid)
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void UpdateAI(const uint32 uiDiff)
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{
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