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cast time strategy & relieve memory leak
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@@ -40,11 +40,11 @@ float CastTimeMultiplier::GetValue(Action* action)
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Unit* target = action->GetTarget();
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if (!target || !target->IsAlive() || !target->IsInWorld()) {
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return false;
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return 1.0f;
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}
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if (castTime > (1000 * target->GetHealth() / AI_VALUE(float, "expected group dps"))) {
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return 0.0f;
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return 0.1f;
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}
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}
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// if (castTime >= 3000)
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