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Entities/Unit: Finally fix no-path evasion.
- When a creature cannot find a path to its victim, it begins evading all attacks and regenerating health. - If this persists for 5 seconds, it evades back to spawn position with new EvadeReason value EVADE_REASON_NO_PATH. - Also some SmartAI cleanup (why oh why does it have so much duplicated code) and getting rid of #defines in favor of type-checked compile-time constants.
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@@ -190,15 +190,15 @@ SpellInfo const* ScriptedAI::SelectSpell(Unit* target, uint32 school, uint32 mec
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return NULL;
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//Using the extended script system we first create a list of viable spells
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SpellInfo const* apSpell[CREATURE_MAX_SPELLS];
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memset(apSpell, 0, CREATURE_MAX_SPELLS * sizeof(SpellInfo*));
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SpellInfo const* apSpell[MAX_CREATURE_SPELLS];
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memset(apSpell, 0, MAX_CREATURE_SPELLS * sizeof(SpellInfo*));
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uint32 spellCount = 0;
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SpellInfo const* tempSpell = NULL;
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//Check if each spell is viable(set it to null if not)
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for (uint32 i = 0; i < CREATURE_MAX_SPELLS; i++)
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for (uint32 i = 0; i < MAX_CREATURE_SPELLS; i++)
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{
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tempSpell = sSpellMgr->GetSpellInfo(me->m_spells[i]);
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