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Core/AI: Clean up charm AI handling, we now have two unique_ptr instead of a crapton of booleans
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@@ -54,7 +54,7 @@ void SummonList::DoZoneInCombat(uint32 entry)
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{
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Creature* summon = ObjectAccessor::GetCreature(*me, *i);
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++i;
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if (summon && summon->IsAIEnabled
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if (summon && summon->IsAIEnabled()
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&& (!entry || summon->GetEntry() == entry))
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{
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summon->AI()->DoZoneInCombat(nullptr);
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@@ -118,7 +118,7 @@ void SummonList::DoActionImpl(int32 action, StorageType const& summons)
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for (auto const& guid : summons)
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{
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Creature* summon = ObjectAccessor::GetCreature(*me, guid);
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if (summon && summon->IsAIEnabled)
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if (summon && summon->IsAIEnabled())
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summon->AI()->DoAction(action);
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}
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}
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