Fix build after e2a1ccd118
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@@ -1892,11 +1892,7 @@ namespace LuaUnit
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*/
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int ClearThreatList(lua_State* /*L*/, Unit* unit)
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{
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#ifdef MANGOS
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unit->GetThreatManager().clearReferences();
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#else
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unit->getThreatManager().clearReferences();
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#endif
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return 0;
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}
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@@ -2737,23 +2733,17 @@ namespace LuaUnit
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{
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Unit* victim = Eluna::CHECKOBJ<Unit>(L, 2);
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float threat = Eluna::CHECKVAL<float>(L, 3, true);
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uint32 schoolMask = Eluna::CHECKVAL<uint32>(L, 4, 0);
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uint32 spell = Eluna::CHECKVAL<uint32>(L, 5, 0);
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if (schoolMask > SPELL_SCHOOL_MASK_ALL)
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{
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return luaL_argerror(L, 4, "valid SpellSchoolMask expected");
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}
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uint32 spell = Eluna::CHECKVAL<uint32>(L, 4, 0);
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#ifdef TRINITY
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unit->AddThreat(victim, threat, (SpellSchoolMask)schoolMask, spell ? sSpellMgr->GetSpellInfo(spell) : NULL);
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unit->GetThreatManager().AddThreat(victim, threat, spell ? sSpellMgr->GetSpellInfo(spell) : NULL, true, true);
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#else
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#ifdef CMANGOS
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SpellEntry const* spellEntry = GetSpellStore()->LookupEntry<SpellEntry>(spell);
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#else
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SpellEntry const* spellEntry = sSpellStore.LookupEntry(spell);
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#endif
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unit->AddThreat(victim, threat, false, (SpellSchoolMask)schoolMask, spellEntry);
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unit->AddThreat(victim, threat, false, spellEntry ? spellEntry->SchoolMask : SPELL_SCHOOL_MASK_NONE, spellEntry);
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#endif
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return 0;
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}
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