* Backed out changeset c7c6faf26cbd
* A different solution to damage will be implemented * You will need data from your DB provider if you don't have a backup --HG-- branch : trunk
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@@ -1580,7 +1580,6 @@ struct TRINITY_DLL_DECL npc_snake_trap_serpentsAI : public ScriptedAI
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SpellTimer = 0;
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CreatureInfo const *Info = m_creature->GetCreatureInfo();
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CreatureBaseStats const *stats = ((CreatureBaseStats*)m_creature)->GetBaseStats(m_creature->getLevel(), Info->unit_class);
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if (Info->Entry == C_VIPER)
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IsViper = true;
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@@ -1589,9 +1588,8 @@ struct TRINITY_DLL_DECL npc_snake_trap_serpentsAI : public ScriptedAI
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//Add delta to make them not all hit the same time
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uint32 delta = (rand() % 7) * 100;
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float attackpower = stats->GenerateAttackPower(Info);
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m_creature->SetStatFloatValue(UNIT_FIELD_BASEATTACKTIME, Info->baseattacktime + delta);
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m_creature->SetStatFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER , attackpower);
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m_creature->SetStatFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER , Info->attackpower);
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}
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//Redefined for random target selection:
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