*Some minor cleanup.
--HG-- branch : trunk
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@@ -95,7 +95,7 @@ void SimpleAI::EnterCombat(Unit *who)
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Spell_Timer[9] = Spell[9].First_Cast;
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else Spell_Timer[9] = 1000;
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uint32 random_text = rand()%3;
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uint8 random_text = urand(0,2);
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//Random text
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if (Aggro_TextId[random_text])
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@@ -108,7 +108,7 @@ void SimpleAI::EnterCombat(Unit *who)
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void SimpleAI::KilledUnit(Unit *victim)
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{
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uint32 random_text = rand()%3;
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uint8 random_text = urand(0,2);
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//Random yell
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if (Kill_TextId[random_text])
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@@ -156,7 +156,7 @@ void SimpleAI::DamageTaken(Unit *killer, uint32 &damage)
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if (m_creature->GetHealth() > damage)
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return;
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uint32 random_text = rand()%3;
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uint8 random_text = urand(0,2);
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//Random yell
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if (Death_TextId[random_text])
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@@ -251,7 +251,7 @@ void SimpleAI::UpdateAI(const uint32 diff)
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//Yell and sound use the same number so that you can make
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//the Creature yell with the correct sound effect attached
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uint32 random_text = rand()%3;
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uint8 random_text = urand(0,2);
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//Random yell
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if (Spell[i].TextId[random_text])
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