Core/CombatAI: Use TimeSpan overloads of EventMap
Port From (https://github.com/TrinityCore/TrinityCore/commit/d62b7c1e352e76f35490c22b2ab291ed299f4fa4)
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@@ -331,8 +331,8 @@ namespace Game.AI
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else
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AIInfo.condition = AICondition.Combat;
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if (AIInfo.cooldown < spellInfo.RecoveryTime)
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AIInfo.cooldown = spellInfo.RecoveryTime;
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if (AIInfo.cooldown.TotalMilliseconds < spellInfo.RecoveryTime)
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AIInfo.cooldown = TimeSpan.FromMilliseconds(spellInfo.RecoveryTime);
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if (spellInfo.GetMaxRange(false) == 0)
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{
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@@ -370,7 +370,7 @@ namespace Game.AI
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}
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}
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}
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AIInfo.realCooldown = spellInfo.RecoveryTime + spellInfo.StartRecoveryTime;
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AIInfo.realCooldown = TimeSpan.FromMilliseconds(spellInfo.RecoveryTime + spellInfo.StartRecoveryTime);
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AIInfo.maxRange = spellInfo.GetMaxRange(false) * 3 / 4;
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AIInfo.Effects = 0;
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