Scripts: Removed duplicate target selection function (SelectUnit), there is only SelectTarget now
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@@ -197,7 +197,7 @@ public:
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// Hurtful Strike
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if (m_uiHurtfulStrike_Timer <= uiDiff)
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{
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Unit *pTarget = SelectUnit(SELECT_TARGET_TOPAGGRO,1);
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Unit *pTarget = SelectTarget(SELECT_TARGET_TOPAGGRO,1);
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if (pTarget && me->IsWithinMeleeRange(me->getVictim()))
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DoCast(pTarget, SPELL_HURTFUL_STRIKE);
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@@ -221,7 +221,7 @@ public:
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// Cave In
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if (m_uiCaveIn_Timer <= uiDiff)
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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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DoCast(pTarget, SPELL_CAVE_IN);
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if (m_uiCaveIn_StaticTimer >= 4000)
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@@ -281,7 +281,7 @@ public:
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if (Charging_Timer <= diff)
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{
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Unit *pTarget = NULL;
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pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0);
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pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0);
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if (pTarget)
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{
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AttackStart(pTarget);
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@@ -420,7 +420,7 @@ public:
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if (DeathCoil_Timer <= diff)
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{
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Unit *pTarget = NULL;
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pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0);
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pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0);
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if (pTarget)
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DoCast(pTarget, SPELL_DEATH_COIL);
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DeathCoil_Timer = 20000;
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@@ -520,7 +520,7 @@ public:
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//GreaterPolymorph_Timer
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if (GreaterPolymorph_Timer <= 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)
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DoCast(pTarget, SPELL_GREATER_POLYMORPH);
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