Some refactoring of code. and some cleanups
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@@ -301,7 +301,7 @@ namespace Scripts.World
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public override bool OnCheck(Player player, Unit target)
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{
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return target && player.isHonorOrXPTarget(target);
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return target && player.IsHonorOrXPTarget(target);
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}
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}
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}
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@@ -106,7 +106,7 @@ namespace Scripts.World
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{
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GameObject go = player.FindNearestGameObject(AreaTriggerConst.GoCoilfangWaterfall, 35.0f);
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if (go)
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if (go.getLootState() == LootState.Ready)
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if (go.GetLootState() == LootState.Ready)
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go.UseDoorOrButton();
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return false;
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@@ -61,7 +61,7 @@ namespace Scripts.World
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{
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if (me.GetEntry() == CreatureIds.CenarionHoldIndantry)
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Talk(GuardsConst.SaySilAggro, who);
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SpellInfo spell = me.reachWithSpellAttack(who);
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SpellInfo spell = me.ReachWithSpellAttack(who);
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if (spell != null)
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DoCast(who, spell.Id);
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}
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@@ -103,7 +103,7 @@ namespace Scripts.World
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return;
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// Make sure our attack is ready and we arn't currently casting
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if (me.isAttackReady() && !me.IsNonMeleeSpellCast(false))
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if (me.IsAttackReady() && !me.IsNonMeleeSpellCast(false))
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{
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//If we are within range melee the target
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if (me.IsWithinMeleeRange(me.GetVictim()))
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@@ -136,7 +136,7 @@ namespace Scripts.World
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else
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me.AttackerStateUpdate(me.GetVictim());
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me.resetAttackTimer();
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me.ResetAttackTimer();
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}
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}
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else
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@@ -370,7 +370,7 @@ namespace Scripts.World
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public override bool OnCastItemCombatSpell(Player player, Unit victim, SpellInfo spellInfo, Item item)
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{
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// spell proc chance gets severely reduced on victims > 60 (formula unknown)
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if (victim.getLevel() > 60)
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if (victim.GetLevel() > 60)
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{
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// gives ~0.1% proc chance at lvl 70
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float lvlPenaltyFactor = 9.93f;
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@@ -950,7 +950,7 @@ namespace Scripts.World.NpcSpecial
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{
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Creature patient = ObjectAccessor.GetCreature(me, guid);
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if (patient)
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patient.setDeathState(DeathState.JustDied);
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patient.SetDeathState(DeathState.JustDied);
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}
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}
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@@ -1156,7 +1156,7 @@ namespace Scripts.World.NpcSpecial
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{
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me.RemoveUnitFlag(UnitFlags.InCombat);
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me.AddUnitFlag(UnitFlags.NotSelectable);
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me.setDeathState(DeathState.JustDied);
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me.SetDeathState(DeathState.JustDied);
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me.AddDynamicFlag(UnitDynFlags.Dead);
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if (!DoctorGUID.IsEmpty())
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@@ -1320,10 +1320,10 @@ namespace Scripts.World.NpcSpecial
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if (!UpdateVictim())
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return;
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if (me.isAttackReady())
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if (me.IsAttackReady())
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{
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DoCastVictim(Spells.Deathtouch, true);
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me.resetAttackTimer();
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me.ResetAttackTimer();
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}
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}
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}
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@@ -1501,7 +1501,7 @@ namespace Scripts.World.NpcSpecial
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if (ExplosionTimer <= diff)
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{
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DoCast(me, Spells.TonkMineDetonate, true);
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me.setDeathState(DeathState.Dead); // unsummon it
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me.SetDeathState(DeathState.Dead); // unsummon it
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}
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else
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ExplosionTimer -= diff;
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@@ -1582,7 +1582,7 @@ namespace Scripts.World.NpcSpecial
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{
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Unit unit = Global.ObjAccessor.GetUnit(me, pair.Key);
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if (unit)
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unit.getHostileRefManager().deleteReference(me);
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unit.GetHostileRefManager().deleteReference(me);
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_damageTimes.Remove(pair.Key);
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}
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