Code cleanup and also make Shade select a random target
This commit is contained in:
@@ -1,14 +1,12 @@
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INSERT INTO version_db_world (`sql_rev`) VALUES ('1483918476110152000');
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INSERT INTO version_db_world (`sql_rev`) VALUES ('1483918476110152000');
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DELETE FROM `disables` WHERE `entry` = "532";
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DELETE FROM `creature` WHERE `guid` = "135921";
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DELETE FROM `creature` WHERE `ID` = "17644";
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DELETE FROM `creature` WHERE `ID` = "17644";
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UPDATE `creature_template` SET `ScriptName` = "prince_axes" WHERE `entry` = "17650";
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UPDATE `creature_template` SET `ScriptName` = "prince_axes" WHERE `entry` = "17650";
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INSERT INTO `spell_linked_spell` (`spell_trigger`, `spell_effect`, `type`, `comment`) VALUES (30843, 41624, 0, 'Prince Enfeelble');
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INSERT INTO `spell_linked_spell` (`spell_trigger`, `spell_effect`, `type`, `comment`) VALUES (30843, 41624, 0, 'Prince Enfeelble');
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DELETE FROM `disables` WHERE `entry` = "532";
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DELETE FROM `creature` WHERE `guid` = "135921";
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INSERT INTO `creature` (`guid`, `id`, `map`, `spawnMask`, `phaseMask`, `modelid`, `equipment_id`, `position_x`, `position_y`, `position_z`, `orientation`, `spawntimesecs`, `spawndist`, `currentwaypoint`, `curhealth`, `curmana`, `MovementType`, `npcflag`, `unit_flags`, `dynamicflags`) VALUES
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INSERT INTO `creature` (`guid`, `id`, `map`, `spawnMask`, `phaseMask`, `modelid`, `equipment_id`, `position_x`, `position_y`, `position_z`, `orientation`, `spawntimesecs`, `spawndist`, `currentwaypoint`, `curhealth`, `curmana`, `MovementType`, `npcflag`, `unit_flags`, `dynamicflags`) VALUES
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(135921, 17645, 532, 1, 1, 11686, 0, -10935.6, -2043.06, 324.012, 2.17745, 604800, 0, 0, 42, 0, 0, 0, 0, 0);
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(135921, 17645, 532, 1, 1, 11686, 0, -10935.6, -2043.06, 324.012, 2.17745, 604800, 0, 0, 42, 0, 0, 0, 0, 0);
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@@ -23,17 +23,17 @@ enum PrinceSay
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enum Spells
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enum Spells
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{
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{
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SPELL_ENFEEBLE = 30843, //Enfeeble during phase 1 and 2
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SPELL_ENFEEBLE = 30843, //Enfeeble during phase 1 and 2
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SPELL_ENFEEBLE_EFFECT = 41624,
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SPELL_ENFEEBLE_EFFECT = 41624,
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SPELL_SHADOWNOVA = 30852, //Shadownova used during all phases
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SPELL_SHADOWNOVA = 30852, //Shadownova used during all phases
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SPELL_SW_PAIN = 30854, //Shadow word pain during phase 1 and 3 (different targeting rules though)
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SPELL_SW_PAIN = 30854, //Shadow word pain during phase 1 and 3 (different targeting rules though)
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SPELL_THRASH_PASSIVE = 12787, //Extra attack chance during phase 2
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SPELL_THRASH_PASSIVE = 12787, //Extra attack chance during phase 2
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SPELL_SUNDER_ARMOR = 30901, //Sunder armor during phase 2
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SPELL_SUNDER_ARMOR = 30901, //Sunder armor during phase 2
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SPELL_THRASH_AURA = 12787, //Passive proc chance for thrash
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SPELL_THRASH_AURA = 12787, //Passive proc chance for thrash
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SPELL_EQUIP_AXES = 30857, //Visual for axe equiping
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SPELL_EQUIP_AXES = 30857, //Visual for axe equiping
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SPELL_AMPLIFY_DAMAGE = 39095, //Amplifiy during phase 3
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SPELL_AMPLIFY_DAMAGE = 39095, //Amplifiy during phase 3
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SPELL_CLEAVE = 30131, //Same as Nightbane.
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SPELL_CLEAVE = 30131, //Same as Nightbane.
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SPELL_HELLFIRE = 30859, //Infenals' hellfire aura
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SPELL_HELLFIRE = 30859, //Infenals' hellfire aura
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};
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};
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enum creatures
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enum creatures
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@@ -169,7 +169,6 @@ public:
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instance = creature->GetInstanceScript();
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instance = creature->GetInstanceScript();
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}
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}
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InstanceScript* instance;
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InstanceScript* instance;
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uint32 EnfeebleTimer;
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uint32 EnfeebleTimer;
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uint32 EnfeebleResetTimer;
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uint32 EnfeebleResetTimer;
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@@ -304,7 +303,6 @@ public:
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{
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{
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point = Trinity::Containers::SelectRandomContainerElement(positions);
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point = Trinity::Containers::SelectRandomContainerElement(positions);
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pos.Relocate(point->x, point->y, INFERNAL_Z, frand(0.0f, float(M_PI * 2)));
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pos.Relocate(point->x, point->y, INFERNAL_Z, frand(0.0f, float(M_PI * 2)));
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}
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}
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if (Creature* RELAY = me->FindNearestCreature(NPC_RELAY, 100.0f))
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if (Creature* RELAY = me->FindNearestCreature(NPC_RELAY, 100.0f))
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@@ -519,4 +517,4 @@ void AddSC_boss_malchezaar()
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new boss_malchezaar();
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new boss_malchezaar();
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new prince_axes();
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new prince_axes();
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new netherspite_infernal();
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new netherspite_infernal();
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}
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}
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@@ -403,13 +403,14 @@ public:
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if (ElementalOne)
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if (ElementalOne)
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{
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{
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Unit* pTarget = (SELECT_TARGET_RANDOM, 0);
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Unit* target = NULL;
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if (!pTarget)
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target = SelectTarget(SELECT_TARGET_RANDOM, 1, 100, true);
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if (!target)
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return;
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return;
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DoStartNoMovement(pTarget);
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DoStartNoMovement(target);
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ElementalOne->SetInCombatWithZone();
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ElementalOne->SetInCombatWithZone();
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ElementalOne->CombatStart(pTarget);
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ElementalOne->CombatStart(target);
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ElementalOne->setFaction(me->getFaction());
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ElementalOne->setFaction(me->getFaction());
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ElementalTwo->SetUnitMovementFlags(MOVEMENTFLAG_ROOT);
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ElementalTwo->SetUnitMovementFlags(MOVEMENTFLAG_ROOT);
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ElementalOne->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_FROST, true);
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ElementalOne->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_FROST, true);
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@@ -418,13 +419,14 @@ public:
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if (ElementalTwo)
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if (ElementalTwo)
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{
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{
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Unit* pTarget = (SELECT_TARGET_RANDOM, 0);
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Unit* target = NULL;
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if (!pTarget)
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target = SelectTarget(SELECT_TARGET_RANDOM, 1, 100, true);
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if (!target)
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return;
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return;
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DoStartNoMovement(pTarget);
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DoStartNoMovement(target);
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ElementalTwo->SetInCombatWithZone();
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ElementalTwo->SetInCombatWithZone();
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ElementalTwo->CombatStart(pTarget);
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ElementalTwo->CombatStart(target);
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ElementalTwo->setFaction(me->getFaction());
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ElementalTwo->setFaction(me->getFaction());
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ElementalTwo->SetUnitMovementFlags(MOVEMENTFLAG_ROOT);
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ElementalTwo->SetUnitMovementFlags(MOVEMENTFLAG_ROOT);
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ElementalTwo->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_FROST, true);
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ElementalTwo->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_FROST, true);
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@@ -433,13 +435,14 @@ public:
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if (ElementalThree)
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if (ElementalThree)
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{
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{
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Unit* pTarget = (SELECT_TARGET_RANDOM, 0);
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Unit* target = NULL;
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if (!pTarget)
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target = SelectTarget(SELECT_TARGET_RANDOM, 1, 100, true);
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if (!target)
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return;
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return;
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DoStartNoMovement(pTarget);
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DoStartNoMovement(target);
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ElementalThree->SetInCombatWithZone();
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ElementalThree->SetInCombatWithZone();
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ElementalThree->CombatStart(pTarget);
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ElementalThree->CombatStart(target);
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ElementalThree->setFaction(me->getFaction());
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ElementalThree->setFaction(me->getFaction());
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ElementalTwo->SetUnitMovementFlags(MOVEMENTFLAG_ROOT);
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ElementalTwo->SetUnitMovementFlags(MOVEMENTFLAG_ROOT);
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ElementalThree->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_FROST, true);
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ElementalThree->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_FROST, true);
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@@ -448,13 +451,14 @@ public:
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if (ElementalFour)
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if (ElementalFour)
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{
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{
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Unit* pTarget = (SELECT_TARGET_RANDOM, 0);
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Unit* target = NULL;
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if (!pTarget)
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target = SelectTarget(SELECT_TARGET_RANDOM, 1, 100, true);
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if (!target)
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return;
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return;
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DoStartNoMovement(pTarget);
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DoStartNoMovement(target);
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ElementalFour->SetInCombatWithZone();
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ElementalFour->SetInCombatWithZone();
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ElementalFour->CombatStart(pTarget);
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ElementalFour->CombatStart(target);
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ElementalFour->setFaction(me->getFaction());
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ElementalFour->setFaction(me->getFaction());
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ElementalTwo->SetUnitMovementFlags(MOVEMENTFLAG_ROOT);
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ElementalTwo->SetUnitMovementFlags(MOVEMENTFLAG_ROOT);
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ElementalFour->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_FROST, true);
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ElementalFour->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_FROST, true);
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