Core/CombatAI: Use TimeSpan overloads of EventMap
Port From (https://github.com/TrinityCore/TrinityCore/commit/d62b7c1e352e76f35490c22b2ab291ed299f4fa4)
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@@ -22,6 +22,7 @@ using Game.DataStorage;
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using Game.Entities;
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using Game.Maps;
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using Game.Spells;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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@@ -575,13 +576,13 @@ namespace Game.AI
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{
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target = AITarget.Self;
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condition = AICondition.Combat;
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cooldown = SharedConst.AIDefaultCooldown;
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cooldown = TimeSpan.FromMilliseconds(SharedConst.AIDefaultCooldown);
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}
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public AITarget target;
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public AICondition condition;
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public uint cooldown;
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public uint realCooldown;
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public TimeSpan cooldown;
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public TimeSpan realCooldown;
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public float maxRange;
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public byte Targets; // set of enum SelectTarget
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