Scripts: Removed duplicate target selection function (SelectUnit), there is only SelectTarget now
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@@ -87,35 +87,7 @@ Unit* UnitAI::SelectTarget(SelectAggroTarget targetType, uint32 position, float
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void UnitAI::SelectTargetList(std::list<Unit*> &targetList, uint32 num, SelectAggroTarget targetType, float dist, bool playerOnly, int32 aura)
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{
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const std::list<HostileReference*> &threatlist = me->getThreatManager().getThreatList();
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if (threatlist.empty())
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return;
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DefaultTargetSelector targetSelector(me, dist,playerOnly, aura);
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for (std::list<HostileReference*>::const_iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr)
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if (targetSelector((*itr)->getTarget()))
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targetList.push_back((*itr)->getTarget());
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if (targetType == SELECT_TARGET_NEAREST || targetType == SELECT_TARGET_FARTHEST)
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targetList.sort(Trinity::ObjectDistanceOrderPred(me));
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if (targetType == SELECT_TARGET_FARTHEST || targetType == SELECT_TARGET_BOTTOMAGGRO)
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targetList.reverse();
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if (targetList.size() < num)
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return;
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if (targetType == SELECT_TARGET_RANDOM)
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{
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while (num < targetList.size()) {
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std::list<Unit*>::iterator itr = targetList.begin();
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advance(itr, urand(0, targetList.size()-1));
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targetList.erase(itr);
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}
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}
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else
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targetList.resize(num);
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SelectTargetList(targetList, DefaultTargetSelector(me, dist, playerOnly, aura), num, targetType);
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}
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float UnitAI::DoGetSpellMaxRange(uint32 spellId, bool positive)
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@@ -126,20 +126,16 @@ class UnitAI
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Unit* SelectTarget(SelectAggroTarget targetType, uint32 position = 0, float dist = 0.0f, bool playerOnly = false, int32 aura = 0);
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// Select the targets satifying the predicate.
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// predicate shall extend std::unary_function<Unit *, bool>
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template<class PREDICATE> Unit* SelectTarget(SelectAggroTarget targetType, uint32 position, PREDICATE predicate)
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template <class PREDICATE> Unit* SelectTarget(SelectAggroTarget targetType, uint32 position, PREDICATE predicate)
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{
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const std::list<HostileReference *> &threatlist = me->getThreatManager().getThreatList();
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std::list<Unit*> targetList;
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if (position >= threatlist.size())
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return NULL;
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std::list<Unit*> targetList;
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for (std::list<HostileReference*>::const_iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr)
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{
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HostileReference* ref = (*itr);
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if (predicate(ref->getTarget()))
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targetList.push_back(ref->getTarget());
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}
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if (predicate((*itr)->getTarget()))
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targetList.push_back((*itr)->getTarget());
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if (position >= targetList.size())
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return NULL;
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@@ -147,33 +143,30 @@ class UnitAI
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if (targetType == SELECT_TARGET_NEAREST || targetType == SELECT_TARGET_FARTHEST)
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targetList.sort(Trinity::ObjectDistanceOrderPred(me));
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switch(targetType)
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switch (targetType)
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{
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case SELECT_TARGET_NEAREST:
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case SELECT_TARGET_TOPAGGRO:
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{
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std::list<Unit*>::iterator itr = targetList.begin();
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advance(itr, position);
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std::advance(itr, position);
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return *itr;
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}
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break;
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case SELECT_TARGET_FARTHEST:
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case SELECT_TARGET_BOTTOMAGGRO:
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{
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std::list<Unit*>::reverse_iterator ritr = targetList.rbegin();
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advance(ritr, position);
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std::advance(ritr, position);
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return *ritr;
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}
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break;
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case SELECT_TARGET_RANDOM:
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{
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std::list<Unit*>::iterator itr = targetList.begin();
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advance(itr, urand(position, targetList.size()-1));
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std::advance(itr, urand(position, targetList.size()-1));
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return *itr;
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}
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break;
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default:
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break;
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}
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return NULL;
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@@ -182,62 +175,29 @@ class UnitAI
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void SelectTargetList(std::list<Unit*> &targetList, uint32 num, SelectAggroTarget targetType, float dist = 0.0f, bool playerOnly = false, int32 aura = 0);
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// Select the targets satifying the predicate.
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// predicate shall extend std::unary_function<Unit *, bool>
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template<class PREDICATE> void SelectTargetList(std::list<Unit*> &targetList, PREDICATE predicate, uint32 maxTargets, SelectAggroTarget targetType)
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template <class PREDICATE> void SelectTargetList(std::list<Unit*> &targetList, PREDICATE predicate, uint32 maxTargets, SelectAggroTarget targetType)
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{
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std::list<HostileReference *> const &threatlist = me->getThreatManager().getThreatList();
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std::list<HostileReference*>::const_iterator itr;
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std::list<HostileReference*> const& threatlist = me->getThreatManager().getThreatList();
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if (threatlist.empty())
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return;
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for (itr = threatlist.begin(); itr != threatlist.end(); ++itr)
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{
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HostileReference* ref = (*itr);
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if (predicate(ref->getTarget()))
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targetList.push_back(ref->getTarget());
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}
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for (std::list<HostileReference*>::const_iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr)
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if (predicate((*itr)->getTarget()))
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targetList.push_back((*itr)->getTarget());
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if (targetList.size() < maxTargets)
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return;
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if (targetType == SELECT_TARGET_NEAREST || targetType == SELECT_TARGET_FARTHEST)
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targetList.sort(Trinity::ObjectDistanceOrderPred(me));
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switch(targetType)
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{
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case SELECT_TARGET_NEAREST:
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case SELECT_TARGET_TOPAGGRO:
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{
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// Already sorted
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if (!maxTargets || maxTargets >= targetList.size()) // Do not filter
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return;
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if (targetType == SELECT_TARGET_FARTHEST || targetType == SELECT_TARGET_BOTTOMAGGRO)
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targetList.reverse();
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std::list<Unit*>::iterator itr = targetList.begin();
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advance(itr, maxTargets);
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for (; itr != targetList.end();)
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targetList.erase(itr++); // Filter out any element more than maxTargets
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}
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break;
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case SELECT_TARGET_FARTHEST:
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case SELECT_TARGET_BOTTOMAGGRO:
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{
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if (maxTargets >= targetList.size()) // Do not filter
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return;
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// Sort (reverse)
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targetList.reverse();
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std::list<Unit*>::iterator itr = targetList.begin();
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for (uint32 i = 0; i < maxTargets; ++i)
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targetList.pop_back(); // Filter out any element more than maxTarget
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}
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break;
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case SELECT_TARGET_RANDOM:
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{
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while (maxTargets < targetList.size())
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{
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std::list<Unit*>::iterator itr = targetList.begin();
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advance(itr, urand(0, targetList.size()-1));
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targetList.erase(itr);
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}
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}
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break;
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}
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if (targetType == SELECT_TARGET_RANDOM)
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Trinity::RandomResizeList(targetList, maxTargets);
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else
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targetList.resize(maxTargets);
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}
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// Called at any Damage to any victim (before damage apply)
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@@ -192,38 +192,6 @@ Creature* ScriptedAI::DoSpawnCreature(uint32 uiId, float fX, float fY, float fZ,
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return me->SummonCreature(uiId, me->GetPositionX()+fX, me->GetPositionY()+fY, me->GetPositionZ()+fZ, fAngle, (TempSummonType)uiType, uiDespawntime);
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}
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Unit* ScriptedAI::SelectUnit(SelectAggroTarget pTarget, uint32 uiPosition)
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{
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//ThreatList m_threatlist;
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std::list<HostileReference*>& threatlist = me->getThreatManager().getThreatList();
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std::list<HostileReference*>::iterator itr = threatlist.begin();
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std::list<HostileReference*>::reverse_iterator ritr = threatlist.rbegin();
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if (uiPosition >= threatlist.size() || !threatlist.size())
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return NULL;
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switch (pTarget)
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{
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case SELECT_TARGET_RANDOM:
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advance (itr , uiPosition + (rand() % (threatlist.size() - uiPosition)));
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return Unit::GetUnit((*me),(*itr)->getUnitGuid());
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break;
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case SELECT_TARGET_TOPAGGRO:
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advance (itr , uiPosition);
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return Unit::GetUnit((*me),(*itr)->getUnitGuid());
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break;
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case SELECT_TARGET_BOTTOMAGGRO:
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advance (ritr , uiPosition);
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return Unit::GetUnit((*me),(*ritr)->getUnitGuid());
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break;
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default:
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return UnitAI::SelectTarget(pTarget, uiPosition);
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}
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}
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SpellEntry const* ScriptedAI::SelectSpell(Unit* pTarget, uint32 uiSchool, uint32 uiMechanic, SelectTargetType selectTargets, uint32 uiPowerCostMin, uint32 uiPowerCostMax, float fRangeMin, float fRangeMax, SelectEffect selectEffects)
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{
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//No target so we can't cast
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@@ -152,9 +152,6 @@ struct ScriptedAI : public CreatureAI
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//Spawns a creature relative to me
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Creature* DoSpawnCreature(uint32 uiId, float fX, float fY, float fZ, float fAngle, uint32 uiType, uint32 uiDespawntime);
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//Selects a unit from the creature's current aggro list
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Unit* SelectUnit(SelectAggroTarget pTarget, uint32 uiPosition);
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bool HealthBelowPct(uint32 pct) const { return me->HealthBelowPct(pct); }
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bool HealthAbovePct(uint32 pct) const { return me->HealthAbovePct(pct); }
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@@ -134,13 +134,13 @@ void SimpleAI::KilledUnit(Unit *victim)
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pTarget = me->getVictim();
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break;
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case CAST_HOSTILE_SECOND_AGGRO:
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pTarget = SelectUnit(SELECT_TARGET_TOPAGGRO,1);
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pTarget = SelectTarget(SELECT_TARGET_TOPAGGRO,1);
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break;
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case CAST_HOSTILE_LAST_AGGRO:
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pTarget = SelectUnit(SELECT_TARGET_BOTTOMAGGRO,0);
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pTarget = SelectTarget(SELECT_TARGET_BOTTOMAGGRO,0);
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break;
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case CAST_HOSTILE_RANDOM:
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pTarget = SelectUnit(SELECT_TARGET_RANDOM,0);
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pTarget = SelectTarget(SELECT_TARGET_RANDOM,0);
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break;
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case CAST_KILLEDUNIT_VICTIM:
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pTarget = victim;
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@@ -182,13 +182,13 @@ void SimpleAI::DamageTaken(Unit *killer, uint32 &damage)
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pTarget = me->getVictim();
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break;
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case CAST_HOSTILE_SECOND_AGGRO:
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pTarget = SelectUnit(SELECT_TARGET_TOPAGGRO,1);
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pTarget = SelectTarget(SELECT_TARGET_TOPAGGRO,1);
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break;
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case CAST_HOSTILE_LAST_AGGRO:
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pTarget = SelectUnit(SELECT_TARGET_BOTTOMAGGRO,0);
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pTarget = SelectTarget(SELECT_TARGET_BOTTOMAGGRO,0);
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break;
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case CAST_HOSTILE_RANDOM:
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pTarget = SelectUnit(SELECT_TARGET_RANDOM,0);
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pTarget = SelectTarget(SELECT_TARGET_RANDOM,0);
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break;
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case CAST_JUSTDIED_KILLER:
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pTarget = killer;
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@@ -233,13 +233,13 @@ void SimpleAI::UpdateAI(const uint32 diff)
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pTarget = me->getVictim();
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break;
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case CAST_HOSTILE_SECOND_AGGRO:
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pTarget = SelectUnit(SELECT_TARGET_TOPAGGRO,1);
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pTarget = SelectTarget(SELECT_TARGET_TOPAGGRO,1);
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break;
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case CAST_HOSTILE_LAST_AGGRO:
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pTarget = SelectUnit(SELECT_TARGET_BOTTOMAGGRO,0);
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pTarget = SelectTarget(SELECT_TARGET_BOTTOMAGGRO,0);
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break;
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case CAST_HOSTILE_RANDOM:
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pTarget = SelectUnit(SELECT_TARGET_RANDOM,0);
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pTarget = SelectTarget(SELECT_TARGET_RANDOM,0);
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break;
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}
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