*Rename some script functions (no real change).
--HG-- branch : trunk
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@@ -227,13 +227,11 @@ struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI
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//Selects a unit from the creature's current aggro list
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Unit* SelectUnit(SelectAggroTarget target, uint32 position);
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Unit* SelectUnit(SelectAggroTarget target, uint32 position, float dist, bool playerOnly);
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void SelectUnitList(std::list<Unit*> &targetList, uint32 num, SelectAggroTarget target, float dist, bool playerOnly);
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bool HealthBelowPct(uint32 pct) const { return me->GetHealth() * 100 < m_creature->GetMaxHealth() * pct; }
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//Returns spells that meet the specified criteria from the creatures spell list
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SpellEntry const* SelectSpell(Unit* Target, int32 School, int32 Mechanic, SelectTarget Targets, uint32 PowerCostMin, uint32 PowerCostMax, float RangeMin, float RangeMax, SelectEffect Effect);
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SpellEntry const* SelectSpell(Unit* Target, int32 School, int32 Mechanic, SelectTargetType Targets, uint32 PowerCostMin, uint32 PowerCostMax, float RangeMin, float RangeMax, SelectEffect Effect);
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//Checks if you can cast the specified spell
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bool CanCast(Unit* Target, SpellEntry const *Spell, bool Triggered = false);
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