*Check distance and LOS based on i_enemy, not i_funit, to hopefully avoid some aggro chaining. Also determine LOS based on assisting unit's position, instead of (assisted unit/assisted unit's victim)'s position.
--HG-- branch : trunk
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@@ -941,11 +941,11 @@ namespace Trinity
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return;
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// too far
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if (!i_funit->IsWithinDistInMap(u, i_range))
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if (!u->IsWithinDistInMap(i_enemy, i_range))
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return;
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// only if see assisted creature
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if (!i_funit->IsWithinLOSInMap(u))
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// only if see assisted creature's enemy
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if (!u->IsWithinLOSInMap(i_enemy))
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return;
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if (u->AI())
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