*Fix a crash in boss_svala.cpp + fix build
--HG-- branch : trunk
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@@ -286,12 +286,9 @@ struct TRINITY_DLL_DECL boss_svala_sorrowgraveAI : public ScriptedAI
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Phase = SACRIFICING;
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for (uint8 i = 0; i < 3; ++i)
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{
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if (pRitualChanneler[i] = m_creature->SummonCreature(CREATURE_RITUAL_CHANNELER, RitualChannelerLocations[i].x, RitualChannelerLocations[i].y, RitualChannelerLocations[i].z, 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 360000))
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{
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CAST_AI(mob_ritual_channelerAI,pRitualChanneler[i])->AttackStartNoMove(pSacrificeTarget);
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}
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}
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if (mob_ritual_channelerAI *pChannelerAI = CAST_AI(mob_ritual_channelerAI,pRitualChanneler[i]))
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pChannelerAI->AttackStartNoMove(pSacrificeTarget);
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}
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uiRitualOfSwordTimer = 18000 + rand()%4000;
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} else uiRitualOfSwordTimer -= diff;
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@@ -1690,7 +1690,7 @@ bool Creature::canStartAttack(Unit const* who, bool force) const
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if(!force)
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{
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// if victim(1) has a victim(2), and victim(2) is a non-friendly player, don't attack victim(1) unless forced
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if(who->getVictim() && who->getVictim()->GetCharmerOrOwnerPlayerOrPlayerItself() && !IsFriendlyTo(who->getVictim())
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if(who->getVictim() && who->getVictim()->GetCharmerOrOwnerPlayerOrPlayerItself() && !IsFriendlyTo(who->getVictim()))
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return false;
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if(who->isInCombat())
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+2
-2
@@ -11344,7 +11344,7 @@ Unit* Creature::SelectVictim()
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else
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return NULL;
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if(target && (!target->getVictim() || IsFriendlyTo(target->getVictim())) // if victim(1) has a victim(2), only attack victim(1) if we are friendly with victim(2)
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if(target && (!target->getVictim() || IsFriendlyTo(target->getVictim()))) // if victim(1) has a victim(2), only attack victim(1) if we are friendly with victim(2)
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{
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SetInFront(target);
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return target;
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@@ -11357,7 +11357,7 @@ Unit* Creature::SelectVictim()
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for(AttackerSet::const_iterator itr = m_attackers.begin(); itr != m_attackers.end(); ++itr)
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{
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if((*itr) && canCreatureAttack(*itr) && (*itr)->GetTypeId() != TYPEID_PLAYER
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&& !((Creature*)(*itr))->HasUnitTypeMask(UNIT_MASK_CONTROLABLE_GUARDIAN)
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&& !((Creature*)(*itr))->HasUnitTypeMask(UNIT_MASK_CONTROLABLE_GUARDIAN))
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// && (!(*itr)->getVictim() || IsFriendlyTo((*itr)->getVictim()))) // if victim(1) has a victim(2), only attack victim(1) if we are friendly with victim(2)
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return NULL;
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}
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