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Fixed crippling blow issues with berserker frenzy
Also added two rules to control when to enter/exit berserker frenzy
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@@ -220,6 +220,7 @@ public:
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virtual bool HasGroup() { return (GetGroup() ? true : false); }
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virtual Raid* GetRaid() { return entity_list.GetRaidByClient(this); }
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virtual Group* GetGroup() { return entity_list.GetGroupByClient(this); }
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virtual inline bool IsBerserk() { return berserk; }
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void AI_Init();
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void AI_Start(uint32 iMoveDelay = 0);
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