Some refactoring of code. and some cleanups
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@@ -73,22 +73,22 @@ namespace Game.AI
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return;
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//Make sure our attack is ready and we aren't currently casting before checking distance
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if (me.isAttackReady())
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if (me.IsAttackReady())
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{
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me.AttackerStateUpdate(victim);
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me.resetAttackTimer();
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me.ResetAttackTimer();
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}
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if (me.haveOffhandWeapon() && me.isAttackReady(WeaponAttackType.OffAttack))
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if (me.HaveOffhandWeapon() && me.IsAttackReady(WeaponAttackType.OffAttack))
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{
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me.AttackerStateUpdate(victim, WeaponAttackType.OffAttack);
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me.resetAttackTimer(WeaponAttackType.OffAttack);
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me.ResetAttackTimer(WeaponAttackType.OffAttack);
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}
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}
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public bool DoSpellAttackIfReady(uint spell)
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{
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if (me.HasUnitState(UnitState.Casting) || !me.isAttackReady())
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if (me.HasUnitState(UnitState.Casting) || !me.IsAttackReady())
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return true;
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var spellInfo = Global.SpellMgr.GetSpellInfo(spell);
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@@ -97,7 +97,7 @@ namespace Game.AI
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if (me.IsWithinCombatRange(me.GetVictim(), spellInfo.GetMaxRange(false)))
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{
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me.CastSpell(me.GetVictim(), spellInfo, TriggerCastFlags.None);
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me.resetAttackTimer();
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me.ResetAttackTimer();
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return true;
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}
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}
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@@ -507,7 +507,7 @@ namespace Game.AI
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minRange += rangeMod;
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}
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if (_caster.isMoving() && target.isMoving() && !_caster.IsWalking() && !target.IsWalking() &&
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if (_caster.IsMoving() && target.IsMoving() && !_caster.IsWalking() && !target.IsWalking() &&
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(_spellInfo.RangeEntry.Flags.HasAnyFlag(SpellRangeFlag.Melee) || target.IsTypeId(TypeId.Player)))
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rangeMod += 8.0f / 3.0f;
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}
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