Fix some code style issues in previous PR merge
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@@ -110,6 +110,7 @@ void CombatAI::UpdateAI(const uint32 diff)
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else
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DoMeleeAttackIfReady();
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}
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void CombatAI::SpellInterrupted(uint32 spellId, uint32 unTimeMs)
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{
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events.RescheduleEvent(spellId, unTimeMs);
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@@ -241,9 +241,9 @@ class UnitAI
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// Called when the unit heals
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virtual void HealDone(Unit* /*done_to*/, uint32& /*addhealth*/) {}
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// Called when a spell is interrupted by Spell::EffectInterruptCast
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// Use to reschedule next planned cast of spell.
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/// Called when a spell is interrupted by Spell::EffectInterruptCast
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/// Use to reschedule next planned cast of spell.
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virtual void SpellInterrupted(uint32 /*spellId*/, uint32 /*unTimeMs*/) {}
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void AttackStartCaster(Unit* victim, float dist);
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@@ -1308,7 +1308,7 @@ bool CreatureEventAI::CanCast(Unit* target, SpellInfo const* spell, bool trigger
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//Silenced so we can't cast
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if (!triggered && me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
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return false;
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//Check for power
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if (!triggered && me->GetPower((Powers)spell->PowerType) < spell->CalcPowerCost(me, spell->GetSchoolMask()))
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return false;
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@@ -1316,7 +1316,7 @@ bool CreatureEventAI::CanCast(Unit* target, SpellInfo const* spell, bool trigger
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//Unit is out of range of this spell
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if (!me->IsInRange(target, spell->GetMinRange(false), spell->GetMaxRange(false)))
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return false;
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//Spell is on cooldown
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if (me->HasSpellCooldown(spell->Id))
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return false;
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