*Update Naxx scripts. Now only Kelthuzad is incompleted
--HG-- branch : trunk
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+2
-17
@@ -29,7 +29,6 @@ class Unit;
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class Creature;
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class Player;
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struct SpellEntry;
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struct AISpellInfoType;
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#define TIME_INTERVAL_LOOK 5000
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#define VISIBILITY_RANGE 10000
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@@ -59,16 +58,6 @@ enum SelectEffect
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SELECT_EFFECT_AURA, //Spell applies an aura
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};
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//Selection method used by SelectTarget
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enum SelectAggroTarget
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{
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SELECT_TARGET_RANDOM = 0, //Just selects a random target
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SELECT_TARGET_TOPAGGRO, //Selects targes from top aggro to bottom
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SELECT_TARGET_BOTTOMAGGRO, //Selects targets from bottom aggro to top
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SELECT_TARGET_NEAREST,
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SELECT_TARGET_FARTHEST,
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};
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enum SCEquip
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{
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EQUIP_NO_CHANGE = -1,
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@@ -84,6 +73,8 @@ class TRINITY_DLL_SPEC CreatureAI : public UnitAI
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bool UpdateVictim();
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bool UpdateVictimByReact();
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bool UpdateVictimWithGaze();
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void SelectNearestTarget(Unit *who);
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public:
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explicit CreatureAI(Creature *c) : UnitAI((Unit*)c), me(c), m_creature(c) {}
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@@ -165,14 +156,8 @@ class TRINITY_DLL_SPEC CreatureAI : public UnitAI
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// Pointer to controlled by AI creature
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//Creature* const m_creature;
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Unit* SelectTarget(SelectAggroTarget target, uint32 position = 0, float dist = 0, bool playerOnly = false, int32 aura = 0);
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void SelectTargetList(std::list<Unit*> &targetList, uint32 num, SelectAggroTarget target, float dist = 0, bool playerOnly = false, int32 aura = 0);
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void SetGazeOn(Unit *target);
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static AISpellInfoType *AISpellInfo;
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static void FillAISpellInfo();
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protected:
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bool _EnterEvadeMode();
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};
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