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Core/SmartAI: Implement SMART_TARGET_CLOSEST_ENEMY (25)
Required for upcoming EAI to SAI conversion. Closes #10482
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@@ -1422,7 +1422,8 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
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e.GetTargetType() == SMART_TARGET_CREATURE_DISTANCE || e.GetTargetType() == SMART_TARGET_GAMEOBJECT_RANGE ||
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e.GetTargetType() == SMART_TARGET_GAMEOBJECT_GUID || e.GetTargetType() == SMART_TARGET_GAMEOBJECT_DISTANCE ||
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e.GetTargetType() == SMART_TARGET_CLOSEST_CREATURE || e.GetTargetType() == SMART_TARGET_CLOSEST_GAMEOBJECT ||
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e.GetTargetType() == SMART_TARGET_OWNER_OR_SUMMONER || e.GetTargetType() == SMART_TARGET_ACTION_INVOKER)
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e.GetTargetType() == SMART_TARGET_OWNER_OR_SUMMONER || e.GetTargetType() == SMART_TARGET_ACTION_INVOKER ||
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e.GetTargetType() == SMART_TARGET_CLOSEST_ENEMY)
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{
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ObjectList* targets = GetTargets(e, unit);
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if (!targets)
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@@ -2485,6 +2486,14 @@ ObjectList* SmartScript::GetTargets(SmartScriptHolder const& e, Unit* invoker /*
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}
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break;
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}
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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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l->push_back(target);
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break;
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}
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case SMART_TARGET_POSITION:
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default:
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break;
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