First step of comment style refactoring to doxygen-style.
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@@ -624,7 +624,7 @@ uint32 Unit::DealDamage(Unit* victim, uint32 damage, CleanDamage const* cleanDam
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uint32 share = CalculatePct(damage, (*i)->GetAmount());
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// TODO: check packets if damage is done by victim, or by attacker of victim
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/// @todo check packets if damage is done by victim, or by attacker of victim
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DealDamageMods(shareDamageTarget, share, NULL);
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DealDamage(shareDamageTarget, share, NULL, NODAMAGE, spell->GetSchoolMask(), spell, false);
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}
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@@ -844,7 +844,7 @@ void Unit::CastSpell(SpellCastTargets const& targets, SpellInfo const* spellInfo
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return;
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}
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// TODO: this is a workaround - not needed anymore, but required for some scripts :(
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/// @todo this is a workaround - not needed anymore, but required for some scripts :(
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if (!originalCaster && triggeredByAura)
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originalCaster = triggeredByAura->GetCasterGUID();
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@@ -1104,7 +1104,7 @@ void Unit::DealSpellDamage(SpellNonMeleeDamage* damageInfo, bool durabilityLoss)
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DealDamage(victim, damageInfo->damage, &cleanDamage, SPELL_DIRECT_DAMAGE, SpellSchoolMask(damageInfo->schoolMask), spellProto, durabilityLoss);
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}
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// TODO for melee need create structure as in
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/// @todo for melee need create structure as in
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void Unit::CalculateMeleeDamage(Unit* victim, uint32 damage, CalcDamageInfo* damageInfo, WeaponAttackType attackType)
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{
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damageInfo->attacker = this;
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@@ -1427,7 +1427,7 @@ void Unit::DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss)
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// No Unit::CalcAbsorbResist here - opcode doesn't send that data - this damage is probably not affected by that
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victim->DealDamageMods(this, damage, NULL);
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// TODO: Move this to a packet handler
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/// @todo Move this to a packet handler
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WorldPacket data(SMSG_SPELLDAMAGESHIELD, (8+8+4+4+4+4));
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data << uint64(victim->GetGUID());
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data << uint64(GetGUID());
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@@ -2456,7 +2456,7 @@ SpellMissInfo Unit::MeleeSpellHitResult(Unit* victim, SpellInfo const* spell)
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return SPELL_MISS_NONE;
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}
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// TODO need use unit spell resistances in calculations
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/// @todo need use unit spell resistances in calculations
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SpellMissInfo Unit::MagicSpellHitResult(Unit* victim, SpellInfo const* spell)
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{
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// Can`t miss on dead target (on skinning for example)
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@@ -2575,7 +2575,7 @@ SpellMissInfo Unit::SpellHitResult(Unit* victim, SpellInfo const* spell, bool Ca
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return SPELL_MISS_IMMUNE;
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// All positive spells can`t miss
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// TODO: client not show miss log for this spells - so need find info for this in dbc and use it!
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/// @todo client not show miss log for this spells - so need find info for this in dbc and use it!
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if (spell->IsPositive()
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&&(!IsHostileTo(victim))) // prevent from affecting enemy by "positive" spell
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return SPELL_MISS_NONE;
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@@ -5200,7 +5200,7 @@ bool Unit::HandleDummyAuraProc(Unit* victim, uint32 damage, AuraEffect* triggere
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target = this;
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if (roll_chance_i(10))
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ToPlayer()->Say("This is Madness!", LANG_UNIVERSAL); // TODO: It should be moved to database, shouldn't it?
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ToPlayer()->Say("This is Madness!", LANG_UNIVERSAL); /// @todo It should be moved to database, shouldn't it?
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break;
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}
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// Sunwell Exalted Caster Neck (??? neck)
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@@ -5600,7 +5600,7 @@ bool Unit::HandleDummyAuraProc(Unit* victim, uint32 damage, AuraEffect* triggere
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if (!vehicleBase)
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return false;
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// Todo: Check if this amount is blizzlike
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/// @todo Check if this amount is blizzlike
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vehicleBase->ModifyHealth(int32(vehicleBase->CountPctFromMaxHealth(1)));
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break;
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}
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@@ -7181,7 +7181,7 @@ bool Unit::HandleDummyAuraProc(Unit* victim, uint32 damage, AuraEffect* triggere
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// Mark of Blood
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if (dummySpell->Id == 49005)
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{
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// TODO: need more info (cooldowns/PPM)
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/// @todo need more info (cooldowns/PPM)
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triggered_spell_id = 61607;
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break;
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}
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@@ -8092,7 +8092,7 @@ bool Unit::HandleProcTriggerSpell(Unit* victim, uint32 damage, AuraEffect* trigg
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basepoints0 = int32(auraSpellInfo->Effects[EFFECT_0].CalcValue() * GetMaxHealth() / 100.0f);
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target = this;
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trigger_spell_id = 31616;
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// TODO: Threat part
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/// @todo Threat part
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}
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else
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return false;
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@@ -8449,7 +8449,7 @@ bool Unit::HandleProcTriggerSpell(Unit* victim, uint32 damage, AuraEffect* trigg
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{
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if (AuraEffect* aurEff = owner->GetDummyAuraEffect(SPELLFAMILY_WARLOCK, 3220, 0))
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{
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basepoints0 = int32((aurEff->GetAmount() * owner->SpellBaseDamageBonusDone(SpellSchoolMask(SPELL_SCHOOL_MASK_MAGIC)) + 100.0f) / 100.0f); // TODO: Is it right?
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basepoints0 = int32((aurEff->GetAmount() * owner->SpellBaseDamageBonusDone(SpellSchoolMask(SPELL_SCHOOL_MASK_MAGIC)) + 100.0f) / 100.0f); /// @todo Is it right?
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CastCustomSpell(this, trigger_spell_id, &basepoints0, &basepoints0, NULL, true, castItem, triggeredByAura);
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return true;
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}
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@@ -9527,7 +9527,7 @@ void Unit::SetCharm(Unit* charm, bool apply)
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sLog->outFatal(LOG_FILTER_UNITS, "Player %s is trying to charm unit %u, but it already has a charmed unit " UI64FMTD "", GetName().c_str(), charm->GetEntry(), GetCharmGUID());
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charm->m_ControlledByPlayer = true;
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// TODO: maybe we can use this flag to check if controlled by player
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/// @todo maybe we can use this flag to check if controlled by player
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charm->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE);
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}
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else
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@@ -9644,7 +9644,7 @@ Unit* Unit::GetMagicHitRedirectTarget(Unit* victim, SpellInfo const* spellInfo)
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&& spellInfo->CheckTarget(this, magnet, false) == SPELL_CAST_OK
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&& _IsValidAttackTarget(magnet, spellInfo))
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{
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// TODO: handle this charge drop by proc in cast phase on explicit target
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/// @todo handle this charge drop by proc in cast phase on explicit target
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(*itr)->GetBase()->DropCharge(AURA_REMOVE_BY_EXPIRE);
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return magnet;
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}
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@@ -10645,7 +10645,7 @@ uint32 Unit::SpellCriticalDamageBonus(SpellInfo const* spellProto, uint32 damage
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{
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case SPELL_DAMAGE_CLASS_MELEE: // for melee based spells is 100%
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case SPELL_DAMAGE_CLASS_RANGED:
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// TODO: write here full calculation for melee/ranged spells
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/// @todo write here full calculation for melee/ranged spells
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crit_bonus += damage;
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break;
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default:
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@@ -10683,7 +10683,7 @@ uint32 Unit::SpellCriticalHealingBonus(SpellInfo const* spellProto, uint32 damag
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{
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case SPELL_DAMAGE_CLASS_MELEE: // for melee based spells is 100%
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case SPELL_DAMAGE_CLASS_RANGED:
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// TODO: write here full calculation for melee/ranged spells
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/// @todo write here full calculation for melee/ranged spells
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crit_bonus = damage;
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break;
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default:
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@@ -12257,7 +12257,7 @@ void Unit::UpdateSpeed(UnitMoveType mtype, bool forced)
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}
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// Normalize speed by 191 aura SPELL_AURA_USE_NORMAL_MOVEMENT_SPEED if need
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// TODO: possible affect only on MOVE_RUN
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/// @todo possible affect only on MOVE_RUN
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if (int32 normalization = GetMaxPositiveAuraModifier(SPELL_AURA_USE_NORMAL_MOVEMENT_SPEED))
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{
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// Use speed from aura
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@@ -12683,7 +12683,7 @@ Unit* Creature::SelectVictim()
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return NULL;
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}
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// TODO: a vehicle may eat some mob, so mob should not evade
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/// @todo a vehicle may eat some mob, so mob should not evade
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if (GetVehicle())
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return NULL;
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@@ -15362,7 +15362,7 @@ void Unit::Kill(Unit* victim, bool durabilityLoss)
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{
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Map* instanceMap = creature->GetMap();
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Player* creditedPlayer = GetCharmerOrOwnerPlayerOrPlayerItself();
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// TODO: do instance binding anyway if the charmer/owner is offline
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/// @todo do instance binding anyway if the charmer/owner is offline
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if (instanceMap->IsDungeon() && creditedPlayer)
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{
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@@ -15724,7 +15724,7 @@ bool Unit::SetCharmedBy(Unit* charmer, CharmType type, AuraApplication const* au
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}
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CastStop();
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CombatStop(); // TODO: CombatStop(true) may cause crash (interrupt spells)
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CombatStop(); /// @todo CombatStop(true) may cause crash (interrupt spells)
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DeleteThreatList();
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// Charmer stop charming
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@@ -15859,7 +15859,7 @@ void Unit::RemoveCharmedBy(Unit* charmer)
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type = CHARM_TYPE_CHARM;
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CastStop();
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CombatStop(); // TODO: CombatStop(true) may cause crash (interrupt spells)
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CombatStop(); /// @todo CombatStop(true) may cause crash (interrupt spells)
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getHostileRefManager().deleteReferences();
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DeleteThreatList();
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Map* map = GetMap();
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@@ -17389,7 +17389,7 @@ void Unit::SetFacingToObject(WorldObject* object)
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if (!IsStopped())
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return;
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// TODO: figure out under what conditions creature will move towards object instead of facing it where it currently is.
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/// @todo figure out under what conditions creature will move towards object instead of facing it where it currently is.
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SetFacingTo(GetAngle(object));
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}
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