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*Do not let Steady shot pause autoshot timer.
--HG-- branch : trunk
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@@ -190,7 +190,7 @@ void ScriptedAI::DoStartNoMovement(Unit* victim)
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void ScriptedAI::DoMeleeAttackIfReady()
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{
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//Make sure our attack is ready and we aren't currently casting before checking distance
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if (m_creature->isAttackReady() && !m_creature->IsNonMeleeSpellCasted(false))
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if (m_creature->isAttackReady() && !m_creature->hasUnitState(UNIT_STAT_CASTING))
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{
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//If we are within range melee the target
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if (m_creature->IsWithinCombatDist(m_creature->getVictim(), ATTACK_DISTANCE))
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@@ -199,7 +199,7 @@ void ScriptedAI::DoMeleeAttackIfReady()
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m_creature->resetAttackTimer();
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}
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}
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if (m_creature->haveOffhandWeapon() && m_creature->isAttackReady(OFF_ATTACK) && !m_creature->IsNonMeleeSpellCasted(false))
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if (m_creature->haveOffhandWeapon() && m_creature->isAttackReady(OFF_ATTACK) && !m_creature->hasUnitState(UNIT_STAT_CASTING))
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{
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//If we are within range melee the target
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if (m_creature->IsWithinCombatDist(m_creature->getVictim(), ATTACK_DISTANCE))
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