More refactoring of code.
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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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@@ -230,7 +230,7 @@ namespace Game.AI
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SpellCastTargets targets = new SpellCastTargets();
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targets.SetUnitTarget(target);
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spell.prepare(targets);
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spell.Prepare(targets);
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}
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// deleted cached Spell objects
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@@ -262,14 +262,14 @@ namespace Game.AI
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return;
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//owner is in group; group members filled in already (no raid . subgroupcount = whole count)
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if (group && !group.isRaidGroup() && m_AllySet.Count == (group.GetMembersCount() + 2))
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if (group && !group.IsRaidGroup() && m_AllySet.Count == (group.GetMembersCount() + 2))
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return;
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m_AllySet.Clear();
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m_AllySet.Add(me.GetGUID());
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if (group) //add group
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{
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for (GroupReference refe = group.GetFirstMember(); refe != null; refe = refe.next())
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for (GroupReference refe = group.GetFirstMember(); refe != null; refe = refe.Next())
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{
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Player target = refe.GetSource();
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if (!target || !target.IsInMap(owner) || !group.SameSubGroup(owner.ToPlayer(), target))
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