Core:
* add helping methods for manipulating unit's health and use it where applicable * fix some conversion warnings and cleanup code (formatting, CRLF, tabs to spaces) --HG-- branch : trunk
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@@ -334,7 +334,7 @@ public:
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} else FlameStrikeTimer -= diff;
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// Below 50%
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if (me->GetMaxHealth() * 0.5f > me->GetHealth())
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if (HealthBelowPct(50))
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{
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me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_INTERRUPT_CAST, true);
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me->StopMoving();
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@@ -461,7 +461,7 @@ struct boss_priestess_lackey_commonAI : public ScriptedAI
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void UpdateAI(const uint32 diff)
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{
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if (!UsedPotion && (me->GetHealth()*100 / me->GetMaxHealth()) < 25)
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if (!UsedPotion && HealthBelowPct(25))
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{
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DoCast(me, SPELL_HEALING_POTION);
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UsedPotion = true;
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@@ -803,7 +803,7 @@ public:
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}
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} else Polymorph_Timer -= diff;
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if (((me->GetHealth()*100 / me->GetMaxHealth()) < 35) && !HasIceBlocked)
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if (HealthBelowPct(35) && !HasIceBlocked)
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{
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DoCast(me, SPELL_ICE_BLOCK);
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HasIceBlocked = true;
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@@ -132,7 +132,7 @@ public:
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if (!Enraged)
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{
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//used for check, when Vexallus cast adds 85%, 70%, 55%, 40%, 25%
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if ((me->GetHealth()*100 / me->GetMaxHealth()) <= (100-(INTERVAL_MODIFIER*IntervalHealthAmount)))
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if (!HealthAbovePct(100 - INTERVAL_MODIFIER * IntervalHealthAmount))
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{
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//increase amount, unless we're at 10%, then we switch and return
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if (IntervalHealthAmount == INTERVAL_SWITCH)
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