Fix an oversight causing the main tank flag in SelectTarget to be inverted.
Port From (https://github.com/TrinityCore/TrinityCore/commit/1e6480ee358977cdb6596a0dba8b2a1c4ef04a0b)
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@@ -609,14 +609,14 @@ namespace Game.AI
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/// <param name="unit">the reference unit</param>
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/// <param name="unit">the reference unit</param>
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/// <param name="dist">if 0: ignored, if > 0: maximum distance to the reference unit, if < 0: minimum distance to the reference unit</param>
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/// <param name="dist">if 0: ignored, if > 0: maximum distance to the reference unit, if < 0: minimum distance to the reference unit</param>
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/// <param name="playerOnly">self explaining</param>
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/// <param name="playerOnly">self explaining</param>
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/// <param name="withMainTank">allow current tank to be selected</param>
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/// <param name="withTank">allow current tank to be selected</param>
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/// <param name="aura">if 0: ignored, if > 0: the target shall have the aura, if < 0, the target shall NOT have the aura</param>
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/// <param name="aura">if 0: ignored, if > 0: the target shall have the aura, if < 0, the target shall NOT have the aura</param>
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public DefaultTargetSelector(Unit unit, float dist, bool playerOnly, bool withMainTank, int aura)
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public DefaultTargetSelector(Unit unit, float dist, bool playerOnly, bool withTank, int aura)
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{
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{
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me = unit;
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me = unit;
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m_dist = dist;
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m_dist = dist;
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m_playerOnly = playerOnly;
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m_playerOnly = playerOnly;
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except = withMainTank ? me.GetThreatManager().GetCurrentVictim() : null;
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except = !withTank ? me.GetThreatManager().GetCurrentVictim() : null;
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m_aura = aura;
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m_aura = aura;
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}
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}
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@@ -628,7 +628,7 @@ namespace Game.AI
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if (target == null)
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if (target == null)
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return false;
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return false;
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if (target == except)
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if (except != null && target == except)
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return false;
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return false;
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if (m_playerOnly && !target.IsTypeId(TypeId.Player))
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if (m_playerOnly && !target.IsTypeId(TypeId.Player))
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