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Core/SAI: Add 'playerOnly' parameters to SMART_TARGET_CLOSEST_ENEMY and SMART_TARGET_CLOSEST_FRIENDLY. Wiki is updated accordingly.
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@@ -2551,7 +2551,7 @@ ObjectList* SmartScript::GetTargets(SmartScriptHolder const& e, Unit* invoker /*
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case SMART_TARGET_CLOSEST_ENEMY:
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{
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if (me)
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if (Unit* target = me->SelectNearestTarget(e.target.closestAttackable.maxDist))
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if (Unit* target = me->SelectNearestTarget(e.target.closestAttackable.maxDist, e.target.closestAttackable.playerOnly))
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l->push_back(target);
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break;
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@@ -2559,7 +2559,7 @@ ObjectList* SmartScript::GetTargets(SmartScriptHolder const& e, Unit* invoker /*
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case SMART_TARGET_CLOSEST_FRIENDLY:
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{
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if (me)
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if (Unit* target = DoFindClosestFriendlyInRange(e.target.closestFriendly.maxDist))
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if (Unit* target = DoFindClosestFriendlyInRange(e.target.closestFriendly.maxDist, e.target.closestFriendly.playerOnly))
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l->push_back(target);
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break;
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@@ -3443,13 +3443,13 @@ void SmartScript::DoFindFriendlyMissingBuff(std::list<Creature*>& list, float ra
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cell.Visit(p, grid_creature_searcher, *me->GetMap(), *me, range);
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}
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Unit* SmartScript::DoFindClosestFriendlyInRange(float range)
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Unit* SmartScript::DoFindClosestFriendlyInRange(float range, bool playerOnly)
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{
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if (!me)
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return NULL;
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Unit* unit = NULL;
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Trinity::AnyFriendlyUnitInObjectRangeCheck u_check(me, me, range);
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Trinity::AnyFriendlyUnitInObjectRangeCheck u_check(me, me, range, playerOnly);
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Trinity::UnitLastSearcher<Trinity::AnyFriendlyUnitInObjectRangeCheck> searcher(me, unit, u_check);
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me->VisitNearbyObject(range, searcher);
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return unit;
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