*Make position as a class;
--HG-- branch : trunk
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@@ -311,9 +311,25 @@ inline bool CreatureAI::_EnterEvadeMode()
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return true;
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}
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inline Creature *CreatureAI::DoSummon(uint32 uiEntry, const Position fPos, uint32 uiDespawntime, TempSummonType uiType)
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inline void UnitAI::DoCast(Unit* victim, uint32 spellId, bool triggered)
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{
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return me->SummonCreature(uiEntry, fPos[0], fPos[1], fPos[2], fPos[3], uiType, uiDespawntime);
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if(!victim || me->hasUnitState(UNIT_STAT_CASTING) && !triggered)
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return;
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me->CastSpell(victim, spellId, triggered);
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}
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inline void UnitAI::DoCastAOE(uint32 spellId, bool triggered)
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{
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if(!triggered && me->hasUnitState(UNIT_STAT_CASTING))
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return;
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me->CastSpell((Unit*)NULL, spellId, triggered);
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}
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inline Creature *CreatureAI::DoSummon(uint32 uiEntry, const Position &pos, uint32 uiDespawntime, TempSummonType uiType)
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{
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return me->SummonCreature(uiEntry, pos, uiType, uiDespawntime);
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}
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inline Creature *CreatureAI::DoSummon(uint32 uiEntry, WorldObject* pGo, float fRadius, uint32 uiDespawntime, TempSummonType uiType)
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