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Sep 26th, 2017
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  1. case PHASE_CAST:
  2. {
  3. SetCombatMovement(true);
  4.  
  5. if(m_uiNormalSpell_Timer < uiDiff)
  6. {
  7. switch(urand(0,3))
  8. {
  9. case 0:
  10. if(Unit* pTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 0))
  11. DoCastSpellIfCan(pTarget, SPELL_FROSTBOLT);
  12. m_uiNormalCaseTimer = 6000;
  13. break;
  14. case 1:
  15. if(Unit* pTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 0))
  16. DoCastSpellIfCan(pTarget, SPELL_FIREBALL);
  17. m_uiNormalCaseTimer = 6000;
  18. break;
  19. case 2:
  20. ArcaneMissle();
  21. break;
  22. case 3:
  23. if(Unit* pTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 0))
  24. DoCastSpellIfCan(pTarget, SPELL_CHAINSOFICE);
  25. m_uiNormalCaseTimer = 6000;
  26. break;
  27. }
  28. m_uiNormalSpell_Timer = 0;
  29. }else m_uiNormalSpell_Timer -= uiDiff;
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