Use ToTempSummon() in a case instead of a C style cast.
Use correct Unit::GetCreature() instead of Unit::GetUnit() with casting the object to Creature pointer. Remove some usless casts. Fix a possible crash in pyrewood_ambushAI. TODO: Remove ugly cast macros(like CAST_PLR(), CAST_CRE()) from scripts and use the correct ToX() functions(like ToPlayer(), ToCreature()). --HG-- branch : trunk
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@@ -723,7 +723,7 @@ struct mob_palehoof_orbAI : public ScriptedAI
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{
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pNext->RemoveAurasDueToSpell(SPELL_FREEZE);
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pNext->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE|UNIT_FLAG_NON_ATTACKABLE|UNIT_FLAG_NOT_ATTACKABLE_1|UNIT_FLAG_OOC_NOT_ATTACKABLE);
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((Unit*)pNext)->SetStandState(UNIT_STAND_STATE_STAND);
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pNext->SetStandState(UNIT_STAND_STATE_STAND);
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pNext->SetInCombatWithZone();
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pNext->Attack(pNext->SelectNearestTarget(100),true);
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@@ -344,7 +344,7 @@ struct boss_ymironAI : public ScriptedAI
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void DespawnBoatGhosts(uint64& m_uiCreatureGUID)
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{
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if (m_uiCreatureGUID)
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if (Creature* pTemp = (Creature*)Unit::GetUnit(*m_creature, m_uiCreatureGUID))
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if (Creature* pTemp = Unit::GetCreature(*m_creature, m_uiCreatureGUID))
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pTemp->DisappearAndDie();
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m_uiCreatureGUID = 0;
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