Some refactoring of code. and some cleanups
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@@ -56,7 +56,7 @@ namespace Game.AI
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me.GetMotionMaster().Clear();
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me.GetMotionMaster().MoveIdle();
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me.CombatStop();
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me.getHostileRefManager().deleteReferences();
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me.GetHostileRefManager().deleteReferences();
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return;
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}
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@@ -163,9 +163,9 @@ namespace Game.AI
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// Some spells can target enemy or friendly (DK Ghoul's Leap)
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// Check for enemy first (pet then owner)
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Unit target = me.getAttackerForHelper();
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Unit target = me.GetAttackerForHelper();
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if (!target && owner)
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target = owner.getAttackerForHelper();
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target = owner.GetAttackerForHelper();
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if (target)
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{
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@@ -372,7 +372,7 @@ namespace Game.AI
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return null;
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// Check pet attackers first so we don't drag a bunch of targets to the owner
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Unit myAttacker = me.getAttackerForHelper();
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Unit myAttacker = me.GetAttackerForHelper();
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if (myAttacker)
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if (!myAttacker.HasBreakableByDamageCrowdControlAura())
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return myAttacker;
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@@ -382,7 +382,7 @@ namespace Game.AI
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return null;
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// Check owner attackers
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Unit ownerAttacker = me.GetCharmerOrOwner().getAttackerForHelper();
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Unit ownerAttacker = me.GetCharmerOrOwner().GetAttackerForHelper();
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if (ownerAttacker)
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if (!ownerAttacker.HasBreakableByDamageCrowdControlAura())
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return ownerAttacker;
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