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too close trigger
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@ -15,7 +15,7 @@ static float GetSpeedInMotion(Unit* target)
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bool EnemyTooCloseForSpellTrigger::IsActive()
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bool EnemyTooCloseForSpellTrigger::IsActive()
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{
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{
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Unit* target = AI_VALUE(Unit*, "current target");
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Unit* target = AI_VALUE(Unit*, "current target");
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return target && target->GetVictim() != bot &&
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return target && (target->GetVictim() != bot || target->isFrozen() || !target->CanFreeMove()) &&
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target->GetObjectSize() <= 10.0f &&
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target->GetObjectSize() <= 10.0f &&
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AI_VALUE2(float, "distance", "current target") <= sPlayerbotAIConfig->tooCloseDistance;
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AI_VALUE2(float, "distance", "current target") <= sPlayerbotAIConfig->tooCloseDistance;
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// Unit* target = AI_VALUE(Unit*, "current target");
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// Unit* target = AI_VALUE(Unit*, "current target");
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@ -79,7 +79,7 @@ bool EnemyTooCloseForAutoShotTrigger::IsActive()
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bool EnemyTooCloseForShootTrigger::IsActive()
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bool EnemyTooCloseForShootTrigger::IsActive()
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{
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{
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Unit* target = AI_VALUE(Unit*, "current target");
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Unit* target = AI_VALUE(Unit*, "current target");
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return target && target->GetVictim() != bot && AI_VALUE2(float, "distance", "current target") <= sPlayerbotAIConfig->shootDistance;
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return target && (target->GetVictim() != bot || target->isFrozen() || !target->CanFreeMove()) && AI_VALUE2(float, "distance", "current target") <= sPlayerbotAIConfig->shootDistance;
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// Unit* target = AI_VALUE(Unit*, "current target");
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// Unit* target = AI_VALUE(Unit*, "current target");
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// if (!target)
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// if (!target)
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