Scripts: Removed duplicate target selection function (SelectUnit), there is only SelectTarget now
This commit is contained in:
@@ -228,7 +228,7 @@ public:
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{
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DoCast(me->getVictim(), SPELL_BEWILDERING_STRIKE);
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float mt_threat = DoGetThreat(me->getVictim());
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if (Unit *pTarget = SelectUnit(SELECT_TARGET_TOPAGGRO, 1))
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if (Unit *pTarget = SelectTarget(SELECT_TARGET_TOPAGGRO, 1))
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me->AddThreat(pTarget, mt_threat);
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BewilderingStrikeTimer = 20000;
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} else BewilderingStrikeTimer -= diff;
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@@ -277,7 +277,7 @@ public:
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{
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if (Phase1)
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{
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Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0);
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Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0);
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if (pTarget && pTarget->isAlive())
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{
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Phase1 = false;
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@@ -411,7 +411,7 @@ public:
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Glaive->InterruptNonMeleeSpells(true);
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DoCast(me, SPELL_FLAME_ENRAGE, true);
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DoResetThreat();
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Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0);
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Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0);
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if (pTarget && pTarget->isAlive())
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{
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me->AddThreat(me->getVictim(), 5000000.0f);
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@@ -1055,7 +1055,7 @@ public:
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//PHASE_NORMAL_2
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case EVENT_AGONIZING_FLAMES:
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DoCast(SelectUnit(SELECT_TARGET_RANDOM, 0), SPELL_AGONIZING_FLAMES);
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DoCast(SelectTarget(SELECT_TARGET_RANDOM, 0), SPELL_AGONIZING_FLAMES);
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Timer[EVENT_AGONIZING_FLAMES] = 0;
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break;
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@@ -1080,12 +1080,12 @@ public:
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switch(Event)
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{
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case EVENT_FIREBALL:
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DoCast(SelectUnit(SELECT_TARGET_RANDOM, 0), SPELL_FIREBALL);
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DoCast(SelectTarget(SELECT_TARGET_RANDOM, 0), SPELL_FIREBALL);
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Timer[EVENT_FIREBALL] = 3000;
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break;
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case EVENT_DARK_BARRAGE:
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DoCast(SelectUnit(SELECT_TARGET_RANDOM, 0), SPELL_DARK_BARRAGE);
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DoCast(SelectTarget(SELECT_TARGET_RANDOM, 0), SPELL_DARK_BARRAGE);
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Timer[EVENT_DARK_BARRAGE] = 0;
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break;
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@@ -1271,7 +1271,7 @@ public:
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{
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if (GETCRE(Illidan, IllidanGUID))
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{
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Unit *pTarget = CAST_AI(boss_illidan_stormrage::boss_illidan_stormrageAI, Illidan->AI())->SelectUnit(SELECT_TARGET_RANDOM, 0);
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Unit *pTarget = Illidan->AI()->SelectTarget(SELECT_TARGET_RANDOM, 0);
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if (!pTarget || !me->IsWithinDistInMap(pTarget, 80) || Illidan->IsWithinDistInMap(pTarget, 20))
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{
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@@ -165,7 +165,7 @@ public:
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float Z = TeleportPoint[random].z;
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for (uint8 i = 0; i < 3; ++i)
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{
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Unit* pUnit = SelectUnit(SELECT_TARGET_RANDOM, 1);
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Unit* pUnit = SelectTarget(SELECT_TARGET_RANDOM, 1);
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if (pUnit && pUnit->isAlive() && (pUnit->GetTypeId() == TYPEID_PLAYER))
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{
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TargetGUID[i] = pUnit->GetGUID();
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@@ -190,7 +190,7 @@ public:
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//Randomly cast one beam.
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if (BeamTimer <= diff)
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{
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Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0);
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Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0);
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if (!pTarget || !pTarget->isAlive())
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return;
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@@ -199,7 +199,7 @@ public:
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float y = Coords[random].y;
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Creature* Soul = me->SummonCreature(CREATURE_ENSLAVED_SOUL, x, y, me->GetPositionZ(), me->GetOrientation(), TEMPSUMMON_CORPSE_DESPAWN, 0);
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if (!Soul) return false;
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if (Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0))
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if (Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0))
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{
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CAST_AI(npc_enslaved_soul::npc_enslaved_soulAI, Soul->AI())->ReliquaryGUID = me->GetGUID();
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Soul->AI()->AttackStart(pTarget);
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@@ -274,7 +274,7 @@ public:
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if (Creature* Summon = DoSpawnCreature(23417+Phase, 0, 0, 0, 0, TEMPSUMMON_DEAD_DESPAWN, 0))
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{
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me->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_SUBMERGED); // Ribs: open
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Summon->AI()->AttackStart(SelectUnit(SELECT_TARGET_TOPAGGRO, 0));
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Summon->AI()->AttackStart(SelectTarget(SELECT_TARGET_TOPAGGRO, 0));
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EssenceGUID = Summon->GetGUID();
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DoStartNoMovement(me);
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} else EnterEvadeMode();
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@@ -482,7 +482,7 @@ public:
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if (SoulDrainTimer <= diff)
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{
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DoCast(SelectUnit(SELECT_TARGET_RANDOM, 0), SPELL_SOUL_DRAIN);
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DoCast(SelectTarget(SELECT_TARGET_RANDOM, 0), SPELL_SOUL_DRAIN);
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SoulDrainTimer = 60000;
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} else SoulDrainTimer -= diff;
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@@ -371,7 +371,7 @@ public:
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{
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Spawn->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
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Spawn->GetMotionMaster()->MovePoint(0, AGGRO_X, AGGRO_Y, AGGRO_Z);
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Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 1);
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Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 1);
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Spawn->AI()->AttackStart(pTarget);
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}
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}
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@@ -106,7 +106,7 @@ public:
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if (ShadowBoltTimer < diff && me->isInCombat())
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{
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DoCast(SelectUnit(SELECT_TARGET_RANDOM, 0), SPELL_SHADOWBOLT);
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DoCast(SelectTarget(SELECT_TARGET_RANDOM, 0), SPELL_SHADOWBOLT);
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ShadowBoltTimer = 10000;
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} else ShadowBoltTimer -= diff;
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return;
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@@ -365,7 +365,7 @@ public:
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Construct->CastSpell(Construct, SPELL_PASSIVE_SHADOWFORM, true);
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SetThreatList(Construct); // Use same function as Doom Blossom to set Threat List.
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CAST_AI(mob_shadowy_construct::mob_shadowy_constructAI, Construct->AI())->GhostGUID = GhostGUID;
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Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 1);
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Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 1);
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if (!pTarget) // someone's trying to solo.
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pTarget = me->getVictim();
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@@ -417,7 +417,7 @@ public:
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Shadow = me->SummonCreature(CREATURE_SHADOWY_CONSTRUCT, X, me->GetPositionY(), me->GetPositionZ(), 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 0);
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if (Shadow)
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{
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Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 1);
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Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 1);
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if (!pTarget)
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pTarget = me->getVictim();
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@@ -430,7 +430,7 @@ public:
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if (SummonDoomBlossomTimer <= diff)
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{
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if (Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0))
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if (Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0))
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{
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float X = CalculateRandomLocation(pTarget->GetPositionX(), 20);
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float Y = CalculateRandomLocation(pTarget->GetPositionY(), 20);
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@@ -452,7 +452,7 @@ public:
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if (IncinerateTimer <= diff)
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{
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Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 1);
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Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 1);
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if (!pTarget)
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pTarget = me->getVictim();
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@@ -466,7 +466,7 @@ public:
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if (CrushingShadowsTimer <= diff)
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{
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Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0);
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Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0);
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if (pTarget && pTarget->isAlive())
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DoCast(pTarget, SPELL_CRUSHING_SHADOWS);
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CrushingShadowsTimer = 10000 + rand()%16 * 1000;
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@@ -167,7 +167,7 @@ public:
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break;
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case EVENT_SPINE:
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{
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Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 1);
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Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 1);
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if (!pTarget) pTarget = me->getVictim();
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if (pTarget)
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{
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@@ -557,7 +557,7 @@ public:
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if (HammerOfJusticeTimer <= diff)
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{
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if (Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0))
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if (Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0))
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{
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// is in ~10-40 yd range
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if (me->IsInRange(pTarget, 10.0f, 40.0f, false))
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@@ -670,7 +670,7 @@ public:
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if (BlizzardTimer <= diff)
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{
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if (Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0))
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if (Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0))
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{
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DoCast(pTarget, SPELL_BLIZZARD);
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BlizzardTimer = 45000 + rand()%46 * 1000;
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@@ -681,7 +681,7 @@ public:
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if (FlamestrikeTimer <= diff)
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{
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if (Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0))
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if (Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0))
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{
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DoCast(pTarget, SPELL_FLAMESTRIKE);
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FlamestrikeTimer = 55000 + rand()%46 * 1000;
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@@ -738,7 +738,7 @@ public:
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if (EmpoweredSmiteTimer <= diff)
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{
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if (Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0))
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if (Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0))
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{
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DoCast(pTarget, SPELL_EMPOWERED_SMITE);
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EmpoweredSmiteTimer = 38000;
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@@ -753,7 +753,7 @@ public:
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if (DivineWrathTimer <= diff)
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{
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if (Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0))
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if (Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0))
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{
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DoCast(pTarget, SPELL_DIVINE_WRATH);
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DivineWrathTimer = 40000 + rand()%41 * 1000;
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@@ -838,7 +838,7 @@ public:
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if (VanishTimer <= diff) // Disappear and stop attacking, but follow a random unit
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{
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if (Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0))
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if (Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0))
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{
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VanishTimer = 30000;
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AppearEnvenomTimer= 28000;
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