More refactoring of code.
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@@ -127,7 +127,7 @@ namespace Game.Entities
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SetDeathState(DeathState.Dead);
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RemoveAllAuras();
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DestroyForNearbyPlayers(); // old UpdateObjectVisibility()
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loot.clear();
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loot.Clear();
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uint respawnDelay = m_respawnDelay;
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if (IsAIEnabled)
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GetAI().CorpseRemoved(respawnDelay);
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@@ -1625,7 +1625,7 @@ namespace Game.Entities
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Log.outDebug(LogFilter.Unit, "Respawning creature {0} ({1})", GetName(), GetGUID().ToString());
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m_respawnTime = 0;
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ResetPickPocketRefillTimer();
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loot.clear();
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loot.Clear();
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if (m_originalEntry != GetEntry())
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UpdateEntry(m_originalEntry);
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@@ -3110,9 +3110,9 @@ namespace Game.Entities
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if (CanHaveThreatList())
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{
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if (target == null && !GetThreatManager().isThreatListEmpty())
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if (target == null && !GetThreatManager().IsThreatListEmpty())
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// No taunt aura or taunt aura caster is dead standard target selection
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target = GetThreatManager().getHostilTarget();
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target = GetThreatManager().GetHostilTarget();
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}
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else if (!HasReactState(ReactStates.Passive))
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{
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