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https://github.com/TrinityCore/TrinityCore.git
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Merge pull request #14896 from Ofinka/dupl
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@@ -24,11 +24,21 @@
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#include "ScriptedCreature.h"
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#include "CombatAI.h"
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#include "Pet.h"
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#include "PetAI.h"
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enum MageSpells
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{
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SPELL_MAGE_CLONE_ME = 45204,
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SPELL_MAGE_MASTERS_THREAT_LIST = 58838
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SPELL_MAGE_MASTERS_THREAT_LIST = 58838,
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SPELL_MAGE_FROST_BOLT = 59638,
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SPELL_MAGE_FIRE_BLAST = 59637
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};
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enum MirrorImageTimers
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{
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TIMER_MIRROR_IMAGE_INIT = 0,
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TIMER_MIRROR_IMAGE_FROST_BOLT = 4000,
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TIMER_MIRROR_IMAGE_FIRE_BLAST = 6000
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};
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class npc_pet_mage_mirror_image : public CreatureScript
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@@ -40,20 +50,184 @@ class npc_pet_mage_mirror_image : public CreatureScript
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{
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npc_pet_mage_mirror_imageAI(Creature* creature) : CasterAI(creature) { }
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void Init()
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{
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Unit* owner = me->GetCharmerOrOwner();
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std::list<Unit*> targets;
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Trinity::AnyUnfriendlyUnitInObjectRangeCheck u_check(me, me, 30.0f);
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Trinity::UnitListSearcher<Trinity::AnyUnfriendlyUnitInObjectRangeCheck> searcher(me, targets, u_check);
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me->VisitNearbyObject(40.0f, searcher);
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Unit* highestThreatUnit = nullptr;
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float highestThreat = 0.0f;
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Unit* nearestPlayer = nullptr;
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for (std::list<Unit*>::const_iterator iter = targets.begin(); iter != targets.end(); ++iter)
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{
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// Consider only units without CC
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if (!(*iter)->HasBreakableByDamageCrowdControlAura((*iter)))
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{
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// Take first found unit
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if (!highestThreatUnit && (*iter)->GetTypeId() != TYPEID_PLAYER)
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{
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highestThreatUnit = (*iter);
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continue;
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}
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if (!nearestPlayer && ((*iter)->GetTypeId() == TYPEID_PLAYER))
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{
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nearestPlayer = (*iter);
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continue;
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}
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// else compare best fit unit with current unit
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ThreatContainer::StorageType triggers = (*iter)->getThreatManager().getThreatList();
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for (ThreatContainer::StorageType::const_iterator trig_citr = triggers.begin(); trig_citr != triggers.end(); ++trig_citr)
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{
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// Try to find threat referenced to owner
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if ((*trig_citr)->getTarget() == owner)
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{
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// Check if best fit hostile unit hs lower threat than this current unit
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if (highestThreat < (*trig_citr)->getThreat())
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{
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// If so, update best fit unit
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highestThreat = (*trig_citr)->getThreat();
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highestThreatUnit = (*iter);
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break;
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}
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}
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}
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// In case no unit with threat was found so far, always check for nearest unit (only for players)
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if ((*iter)->GetTypeId() == TYPEID_PLAYER)
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{
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// If this player is closer than the previous one, update it
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if (me->GetDistance((*iter)->GetPosition()) < me->GetDistance(nearestPlayer->GetPosition()))
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nearestPlayer = (*iter);
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}
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}
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}
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// Prioritize units with threat referenced to owner
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if (highestThreat > 0.0f && highestThreatUnit)
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me->Attack(highestThreatUnit, false);
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// If there is no such target, try to attack nearest hostile unit if such exists
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else if (nearestPlayer)
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me->Attack(nearestPlayer, false);
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}
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bool IsInThreatList(Unit* target)
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{
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Unit* owner = me->GetCharmerOrOwner();
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std::list<Unit*> targets;
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Trinity::AnyUnfriendlyUnitInObjectRangeCheck u_check(me, me, 30.0f);
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Trinity::UnitListSearcher<Trinity::AnyUnfriendlyUnitInObjectRangeCheck> searcher(me, targets, u_check);
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me->VisitNearbyObject(40.0f, searcher);
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for (std::list<Unit*>::const_iterator iter = targets.begin(); iter != targets.end(); ++iter)
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{
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if ((*iter) == target)
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{
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// Consider only units without CC
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if (!(*iter)->HasBreakableByDamageCrowdControlAura((*iter)))
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{
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ThreatContainer::StorageType triggers = (*iter)->getThreatManager().getThreatList();
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for (ThreatContainer::StorageType::const_iterator trig_citr = triggers.begin(); trig_citr != triggers.end(); ++trig_citr)
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{
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// Try to find threat referenced to owner
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if ((*trig_citr)->getTarget() == owner)
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return true;
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}
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}
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}
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}
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return false;
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}
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void InitializeAI() override
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{
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CasterAI::InitializeAI();
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Unit* owner = me->GetOwner();
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if (!owner)
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return;
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// Inherit Master's Threat List (not yet implemented)
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owner->CastSpell((Unit*)NULL, SPELL_MAGE_MASTERS_THREAT_LIST, true);
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// here mirror image casts on summoner spell (not present in client dbc) 49866
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// here should be auras (not present in client dbc): 35657, 35658, 35659, 35660 selfcast by mirror images (stats related?)
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// Clone Me!
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owner->CastSpell(me, SPELL_MAGE_CLONE_ME, false);
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}
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void EnterCombat(Unit* who) override
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{
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if (me->GetVictim() && !me->GetVictim()->HasBreakableByDamageCrowdControlAura(me))
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{
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me->CastSpell(who, SPELL_MAGE_FIRE_BLAST, false);
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events.ScheduleEvent(SPELL_MAGE_FROST_BOLT, TIMER_MIRROR_IMAGE_INIT);
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events.ScheduleEvent(SPELL_MAGE_FIRE_BLAST, TIMER_MIRROR_IMAGE_FIRE_BLAST);
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}
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else
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EnterEvadeMode();
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}
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void Reset() override
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{
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events.Reset();
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}
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void UpdateAI(uint32 diff) override
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{
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Unit* owner = me->GetCharmerOrOwner();
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Unit* target = owner->getAttackerForHelper();
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events.Update(diff);
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// prevent CC interrupts by images
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if (me->GetVictim() && me->EnsureVictim()->HasBreakableByDamageCrowdControlAura(me))
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{
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me->InterruptNonMeleeSpells(false);
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return;
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}
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if (me->HasUnitState(UNIT_STATE_CASTING))
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return;
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if (!owner)
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return;
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// assign target if image doesnt have any or the target is not actual
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if (!target || me->GetVictim() != target)
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{
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Unit* ownerTarget = nullptr;
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if (Player* owner = me->GetCharmerOrOwner()->ToPlayer())
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ownerTarget = owner->GetSelectedUnit();
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// recognize which victim will be choosen
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if (ownerTarget && ownerTarget->GetTypeId() == TYPEID_PLAYER)
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{
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if (!ownerTarget->HasBreakableByDamageCrowdControlAura(ownerTarget))
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me->Attack(ownerTarget, false);
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}
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else if (ownerTarget && (ownerTarget->GetTypeId() != TYPEID_PLAYER) && IsInThreatList(ownerTarget))
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{
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if (!ownerTarget->HasBreakableByDamageCrowdControlAura(ownerTarget))
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me->Attack(ownerTarget, false);
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}
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else
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Init();
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}
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if (uint32 spellId = events.ExecuteEvent())
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{
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if (spellId == SPELL_MAGE_FROST_BOLT)
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{
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events.ScheduleEvent(SPELL_MAGE_FROST_BOLT, TIMER_MIRROR_IMAGE_FROST_BOLT);
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DoCastVictim(spellId);
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}
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else if (spellId == SPELL_MAGE_FIRE_BLAST)
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{
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DoCastVictim(spellId);
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events.ScheduleEvent(SPELL_MAGE_FIRE_BLAST, TIMER_MIRROR_IMAGE_FIRE_BLAST);
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}
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}
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}
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// Do not reload Creature templates on evade mode enter - prevent visual lost
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void EnterEvadeMode() override
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{
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@@ -68,6 +242,7 @@ class npc_pet_mage_mirror_image : public CreatureScript
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me->GetMotionMaster()->Clear(false);
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me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, me->GetFollowAngle(), MOTION_SLOT_ACTIVE);
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}
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Init();
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}
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};
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