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Comment cleanup
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@@ -33,44 +33,3 @@ bool CyanigosaPositioningTrigger::IsActive()
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return boss && !botAI->IsTank(bot) && !botAI->IsRangedDps(bot);
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// return boss && botAI->IsMelee(bot) && !botAI->IsTank(bot);
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}
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// bool CorpseExplodeTrigger::IsActive()
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// {
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// Unit* boss = AI_VALUE2(Unit*, "find target", "trollgore");
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// if (!boss) { return false; }
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// float distance = 6.0f; // 5 unit radius, 1 unit added as buffer
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// GuidVector corpses = AI_VALUE(GuidVector, "nearest corpses");
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// for (auto i = corpses.begin(); i != corpses.end(); ++i)
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// {
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// Unit* unit = botAI->GetUnit(*i);
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// if (unit && unit->GetEntry() == NPC_DRAKKARI_INVADER)
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// {
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// if (bot->GetExactDist2d(unit) < distance)
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// {
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// return true;
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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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// bool CrystalHandlerTrigger::IsActive()
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// {
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// Unit* boss = AI_VALUE2(Unit*, "find target", "novos the summoner");
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// if (!boss) { return false; }
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// // Target is not findable from threat table using AI_VALUE2(),
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// // therefore need to search manually for the unit name
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// GuidVector targets = AI_VALUE(GuidVector, "possible targets no los");
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// for (auto i = targets.begin(); i != targets.end(); ++i)
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// {
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// Unit* unit = botAI->GetUnit(*i);
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// if (unit && unit->GetEntry() == NPC_CRYSTAL_HANDLER)
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// {
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// return true;
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// }
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// }
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// return false;
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// }
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