Core/Creatures: Moved autoattack handling from scripts to game
Port From (https://github.com/TrinityCore/TrinityCore/commit/605e5f94c0d71cad8e83fa5a07eaec4e6bed9cc3)
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@@ -71,8 +71,6 @@ namespace Game.AI
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if (info != null)
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_events.ScheduleEvent(spellId, info.cooldown, info.cooldown * 2);
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}
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else
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DoMeleeAttackIfReady();
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}
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public override void SpellInterrupted(uint spellId, uint unTimeMs)
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@@ -87,10 +85,7 @@ namespace Game.AI
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public override void UpdateAI(uint diff)
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{
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if (!UpdateVictim())
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return;
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DoMeleeAttackIfReady();
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UpdateVictim();
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}
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}
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@@ -193,6 +188,7 @@ namespace Game.AI
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_minRange = spellInfo != null ? spellInfo.GetMinRange(false) : 0;
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creature.m_CombatDistance = spellInfo != null ? spellInfo.GetMaxRange(false) : 0;
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creature.m_SightDistance = creature.m_CombatDistance;
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creature.SetCanMelee(false);
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}
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public override bool CanAIAttack(Unit victim)
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@@ -234,6 +230,7 @@ namespace Game.AI
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LoadConditions();
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_doDismiss = false;
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_dismissTimer = VEHICLE_DISMISS_TIME;
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me.SetCanMelee(false);
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}
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public override void UpdateAI(uint diff)
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@@ -315,10 +312,7 @@ namespace Game.AI
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public override void UpdateAI(uint diff)
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{
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if (!UpdateVictim())
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return;
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DoMeleeAttackIfReady();
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UpdateVictim();
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}
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}
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}
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