*Integrate Script system to Core
-added ScriptMgr for loading scripts -removed bindings -moved script system to src/game -moved scripts to src/scripts -VC project files updated -cmakes updated (not 100% done yet) NOTE to Devs: -file locations changed -precompiled renamed to ScriptedPch -ecsort_ai renamed to ScriptedEscortAI -follower_ai renamed to ScriptedFollowerAI -guard_ai renamed to ScriptedGuardAI -simple_ai renamed to ScriptedSimpleAI -sc_creature renamed to ScriptedCreature -sc_gossip renamed to ScriptedGossip -sc_instance renamed to ScriptedInstance *use the new headers in scripts, thank you NOTE to ALL: cmake not fully tested, please report any errors with it could make creashes, incompability USE AT YOUR OWN RISK before further tests!! --HG-- branch : trunk
This commit is contained in:
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/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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/* ScriptData
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SDName: Ghostlands
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SD%Complete: 100
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SDComment: Quest support: 9692, 9212. Obtain Budd's Guise of Zul'aman. Vendor Rathis Tomber
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SDCategory: Ghostlands
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EndScriptData */
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/* ContentData
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npc_blood_knight_dawnstar
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npc_budd_nedreck
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npc_rathis_tomber
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npc_ranger_lilatha
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EndContentData */
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#include "ScriptedPch.h"
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#include "ScriptedEscortAI.h"
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/*######
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## npc_blood_knight_dawnstar
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######*/
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#define GOSSIP_H_BKD "Take Blood Knight Insignia"
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bool GossipHello_npc_blood_knight_dawnstar(Player* pPlayer, Creature* pCreature)
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{
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if (pPlayer->GetQuestStatus(9692) == QUEST_STATUS_INCOMPLETE && !pPlayer->HasItemCount(24226,1,true))
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_H_BKD, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1);
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pPlayer->SEND_GOSSIP_MENU(pPlayer->GetGossipTextId(pCreature), pCreature->GetGUID());
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return true;
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}
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bool GossipSelect_npc_blood_knight_dawnstar(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction)
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{
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if (uiAction == GOSSIP_ACTION_INFO_DEF+1)
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{
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ItemPosCountVec dest;
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uint8 msg = pPlayer->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, 24226, 1, false);
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if (msg == EQUIP_ERR_OK)
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{
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pPlayer->StoreNewItem(dest, 24226, 1, true);
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pPlayer->PlayerTalkClass->ClearMenus();
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}
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}
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return true;
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}
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/*######
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## npc_budd_nedreck
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######*/
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#define GOSSIP_HBN "You gave the crew disguises?"
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bool GossipHello_npc_budd_nedreck(Player* pPlayer, Creature* pCreature)
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{
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if (pCreature->isQuestGiver())
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pPlayer->PrepareQuestMenu(pCreature->GetGUID());
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if (pPlayer->GetQuestStatus(11166) == QUEST_STATUS_INCOMPLETE)
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_HBN, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF);
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pPlayer->SEND_GOSSIP_MENU(pPlayer->GetGossipTextId(pCreature), pCreature->GetGUID());
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return true;
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}
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bool GossipSelect_npc_budd_nedreck(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction)
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{
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if (uiAction == GOSSIP_ACTION_INFO_DEF)
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{
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pPlayer->CLOSE_GOSSIP_MENU();
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pCreature->CastSpell(pPlayer, 42540, false);
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}
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return true;
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}
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/*######
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## npc_rathis_tomber
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######*/
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bool GossipHello_npc_rathis_tomber(Player* pPlayer, Creature* pCreature)
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{
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if (pCreature->isQuestGiver())
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pPlayer->PrepareQuestMenu(pCreature->GetGUID());
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if (pCreature->isVendor() && pPlayer->GetQuestRewardStatus(9152))
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{
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_VENDOR, GOSSIP_TEXT_BROWSE_GOODS, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_TRADE);
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pPlayer->SEND_GOSSIP_MENU(8432, pCreature->GetGUID());
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}else
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pPlayer->SEND_GOSSIP_MENU(8431, pCreature->GetGUID());
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return true;
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}
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bool GossipSelect_npc_rathis_tomber(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction)
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{
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if (uiAction == GOSSIP_ACTION_TRADE)
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pPlayer->SEND_VENDORLIST(pCreature->GetGUID());
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return true;
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}
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/*#####
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## go_gilded_brazier (Paladin First Trail quest (9678))
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#####*/
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bool GOHello_gilded_brazier(Player* pPlayer, GameObject* pGo)
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{
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if (pPlayer->GetQuestStatus(9678) == QUEST_STATUS_INCOMPLETE)
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{
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Creature *Stillblade = pPlayer->SummonCreature(17716, 8106.11, -7542.06, 151.775, 3.02598, TEMPSUMMON_DEAD_DESPAWN, 60000);
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if (Stillblade)
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Stillblade->AI()->AttackStart(pPlayer);
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}
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return true;
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};
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/*######
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## npc_ranger_lilatha
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######*/
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enum eEnums
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{
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SAY_START = -1000140,
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SAY_PROGRESS1 = -1000141,
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SAY_PROGRESS2 = -1000142,
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SAY_PROGRESS3 = -1000143,
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SAY_END1 = -1000144,
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SAY_END2 = -1000145,
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SAY_CAPTAIN_ANSWER = -1000146,
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QUEST_ESCAPE_FROM_THE_CATACOMBS = 9212,
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GO_CAGE = 181152,
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NPC_CAPTAIN_HELIOS = 16220,
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FACTION_SMOON_E = 1603,
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};
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struct TRINITY_DLL_DECL npc_ranger_lilathaAI : public npc_escortAI
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{
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npc_ranger_lilathaAI(Creature *c) : npc_escortAI(c) {}
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std::list<GameObject*> CageList;
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void WaypointReached(uint32 i)
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{
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Player* pPlayer = GetPlayerForEscort();
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if (!pPlayer)
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return;
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switch(i)
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{
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case 0:
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{
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m_creature->SetUInt32Value(UNIT_FIELD_BYTES_1, 0);
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if (GameObject* Cage = me->FindNearestGameObject(GO_CAGE, 20))
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Cage->SetGoState(GO_STATE_ACTIVE);
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DoScriptText(SAY_START, m_creature, pPlayer);
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break;
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}
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case 5:
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DoScriptText(SAY_PROGRESS1, m_creature, pPlayer);
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case 11:
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DoScriptText(SAY_PROGRESS2, m_creature, pPlayer);
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m_creature->SetOrientation(4.762841);
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break;
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case 18:
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{
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DoScriptText(SAY_PROGRESS3, m_creature, pPlayer);
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Creature* Summ1 = m_creature->SummonCreature(16342, 7627.083984, -7532.538086, 152.128616, 1.082733, TEMPSUMMON_DEAD_DESPAWN, 0);
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Creature* Summ2 = m_creature->SummonCreature(16343, 7620.432129, -7532.550293, 152.454865, 0.827478, TEMPSUMMON_DEAD_DESPAWN, 0);
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if (Summ1 && Summ2)
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{
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Summ1->Attack(m_creature, true);
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Summ2->Attack(pPlayer, true);
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}
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m_creature->AI()->AttackStart(Summ1);
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break;
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}
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case 19: m_creature->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE); break;
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case 25: m_creature->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE); break;
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case 30:
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if (pPlayer && pPlayer->GetTypeId() == TYPEID_PLAYER)
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CAST_PLR(pPlayer)->GroupEventHappens(QUEST_ESCAPE_FROM_THE_CATACOMBS,m_creature);
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break;
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case 32:
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m_creature->SetOrientation(2.978281);
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DoScriptText(SAY_END1, m_creature, pPlayer);
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break;
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case 33:
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m_creature->SetOrientation(5.858011);
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DoScriptText(SAY_END2, m_creature, pPlayer);
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Unit* CaptainHelios = me->FindNearestCreature(NPC_CAPTAIN_HELIOS, 50);
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if (CaptainHelios)
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DoScriptText(SAY_CAPTAIN_ANSWER, CaptainHelios, pPlayer);
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break;
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}
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}
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void Reset()
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{
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if (GameObject* Cage = me->FindNearestGameObject(GO_CAGE, 20))
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Cage->SetGoState(GO_STATE_READY);
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}
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};
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bool QuestAccept_npc_ranger_lilatha(Player* pPlayer, Creature* pCreature, Quest const* quest)
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{
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if (quest->GetQuestId() == QUEST_ESCAPE_FROM_THE_CATACOMBS)
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{
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pCreature->setFaction(113);
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if (npc_escortAI* pEscortAI = CAST_AI(npc_ranger_lilathaAI, pCreature->AI()))
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pEscortAI->Start(true, false, pPlayer->GetGUID());
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}
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return true;
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}
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CreatureAI* GetAI_npc_ranger_lilathaAI(Creature* pCreature)
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{
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return new npc_ranger_lilathaAI(pCreature);
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}
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void AddSC_ghostlands()
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{
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Script *newscript;
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newscript = new Script;
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newscript->Name = "npc_blood_knight_dawnstar";
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newscript->pGossipHello = &GossipHello_npc_blood_knight_dawnstar;
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newscript->pGossipSelect = &GossipSelect_npc_blood_knight_dawnstar;
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newscript->RegisterSelf();
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newscript = new Script;
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newscript->Name = "npc_budd_nedreck";
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newscript->pGossipHello = &GossipHello_npc_budd_nedreck;
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newscript->pGossipSelect = &GossipSelect_npc_budd_nedreck;
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newscript->RegisterSelf();
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newscript = new Script;
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newscript->Name = "npc_rathis_tomber";
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newscript->pGossipHello = &GossipHello_npc_rathis_tomber;
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newscript->pGossipSelect = &GossipSelect_npc_rathis_tomber;
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newscript->RegisterSelf();
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newscript = new Script;
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newscript->Name = "go_gilded_brazier";
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newscript->pGOHello = &GOHello_gilded_brazier;
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newscript->RegisterSelf();
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newscript = new Script;
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newscript->Name = "npc_ranger_lilatha";
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newscript->GetAI = &GetAI_npc_ranger_lilathaAI;
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newscript->pQuestAccept = &QuestAccept_npc_ranger_lilatha;
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newscript->RegisterSelf();
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}
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