*Still use the old updatevictim functions for most scripts because some old scripts may cause crash using new function.
--HG-- branch : trunk
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@@ -202,7 +202,7 @@ struct TRINITY_DLL_DECL boss_gothikAI : public BossAI
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void UpdateAI(const uint32 diff)
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{
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if(!UpdateVictim() || !CheckInRoom())
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if(!UpdateCombatState() || !CheckInRoom())
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return;
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events.Update(diff);
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@@ -128,7 +128,7 @@ struct TRINITY_DLL_DECL boss_nothAI : public BossAI
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void UpdateAI(const uint32 diff)
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{
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if(!UpdateVictim() || !CheckInRoom())
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if(!UpdateCombatState() || !CheckInRoom())
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return;
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events.Update(diff);
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@@ -173,7 +173,7 @@ struct TRINITY_DLL_DECL boss_sapphironAI : public BossAI
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events.Update(diff);
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if(phase != PHASE_BIRTH && !UpdateVictim() || !CheckInRoom())
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if(phase != PHASE_BIRTH && !UpdateCombatState() || !CheckInRoom())
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return;
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if(phase == PHASE_GROUND)
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@@ -145,6 +145,16 @@ bool CreatureAI::UpdateVictimWithGaze()
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}
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bool CreatureAI::UpdateVictim()
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{
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if(!me->isInCombat())
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return false;
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if(Unit *victim = me->SelectVictim())
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AttackStart(victim);
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return me->getVictim();
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}
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bool CreatureAI::UpdateCombatState()
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{
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if(!me->isInCombat())
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return false;
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@@ -72,6 +72,7 @@ class TRINITY_DLL_SPEC CreatureAI : public UnitAI
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bool UpdateVictim();
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bool UpdateVictimWithGaze();
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bool UpdateCombatState();
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void SelectNearestTarget(Unit *who);
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public:
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