Scripts: Removed duplicate target selection function (SelectUnit), there is only SelectTarget now
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@@ -75,7 +75,7 @@ public:
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//Sleep_Timer
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if (m_uiSleep_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_SLEEP);
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m_uiSleep_Timer = 8000 + rand()%8000;
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@@ -90,7 +90,7 @@ public:
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void JustSummoned(Creature* pSummoned)
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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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pSummoned->AI()->AttackStart(pTarget);
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}
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@@ -117,7 +117,7 @@ public:
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//Sleep_Timer
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if (m_uiSleep_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_SLEEP);
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m_uiSleep_Timer = 8000 + rand()%7000;
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@@ -164,7 +164,7 @@ public:
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//Summon 3 Shades at 75%, 50% and 25% (if bShades is true we already left in line 117, no need to check here again)
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if (!m_bShades && !HealthAbovePct(100 - 25 * m_uiShadesSummoned))
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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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//Interrupt any spell casting
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me->InterruptNonMeleeSpells(false);
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@@ -75,7 +75,7 @@ public:
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void JustSummoned(Creature* pSummoned)
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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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pSummoned->AI()->AttackStart(pTarget);
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}
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@@ -87,7 +87,7 @@ public:
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//Sleep_Timer
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if (m_uiSleep_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_SLEEP);
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m_uiSleep_Timer = 8000 + rand()%7000;
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@@ -107,7 +107,7 @@ public:
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//Tailsweep every 2 seconds
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if (m_uiTailSweep_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_TAILSWEEP);
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m_uiTailSweep_Timer = 2000;
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@@ -119,7 +119,7 @@ public:
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if (m_uiLightningWave_Timer <= uiDiff)
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{
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//Cast LIGHTNINGWAVE on a Random target
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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_LIGHTNINGWAVE);
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m_uiLightningWave_Timer = 7000 + rand()%5000;
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