*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: Hinterlands
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SD%Complete: 100
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SDComment: Quest support: 863, 2742
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SDCategory: The Hinterlands
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EndScriptData */
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/* ContentData
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npc_00x09hl
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npc_rinji
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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_00x09hl
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######*/
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enum eOOX
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{
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SAY_OOX_START = -1000287,
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SAY_OOX_AGGRO1 = -1000288,
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SAY_OOX_AGGRO2 = -1000289,
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SAY_OOX_AMBUSH = -1000290,
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SAY_OOX_END = -1000292,
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QUEST_RESQUE_OOX_09 = 836,
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NPC_MARAUDING_OWL = 7808,
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NPC_VILE_AMBUSHER = 7809,
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FACTION_ESCORTEE_A = 774,
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FACTION_ESCORTEE_H = 775
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};
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struct TRINITY_DLL_DECL npc_00x09hlAI : public npc_escortAI
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{
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npc_00x09hlAI(Creature* pCreature) : npc_escortAI(pCreature) { }
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void Reset() { }
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void WaypointReached(uint32 uiPointId)
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{
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switch(uiPointId)
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{
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case 26:
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DoScriptText(SAY_OOX_AMBUSH, m_creature);
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break;
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case 43:
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DoScriptText(SAY_OOX_AMBUSH, m_creature);
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break;
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case 64:
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DoScriptText(SAY_OOX_END, m_creature);
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if (Player* pPlayer = GetPlayerForEscort())
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pPlayer->GroupEventHappens(QUEST_RESQUE_OOX_09, m_creature);
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break;
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}
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}
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void WaypointStart(uint32 uiPointId)
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{
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switch(uiPointId)
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{
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case 27:
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for (uint8 i = 0; i < 3; ++i)
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{
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const Position src = {147.927444f, -3851.513428f, 130.893f, 0};
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Position pos;
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me->GetRandomNearPosition(pos, 7.0f);
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DoSummon(NPC_MARAUDING_OWL, pos, 25000, TEMPSUMMON_CORPSE_TIMED_DESPAWN);
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}
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break;
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case 44:
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for (uint8 i = 0; i < 3; ++i)
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{
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const Position src = {-141.151581f, -4291.213867f, 120.130f, 0};
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Position dst;
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m_creature->GetRandomPoint(src, 7.0f, dst);
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m_creature->SummonCreature(NPC_VILE_AMBUSHER, dst, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 25000);
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}
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break;
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}
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}
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void Aggro(Unit* pWho)
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{
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if (pWho->GetEntry() == NPC_MARAUDING_OWL || pWho->GetEntry() == NPC_VILE_AMBUSHER)
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return;
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if (rand()%1)
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DoScriptText(SAY_OOX_AGGRO1, m_creature);
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else
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DoScriptText(SAY_OOX_AGGRO2, m_creature);
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}
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void JustSummoned(Creature* pSummoned)
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{
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pSummoned->GetMotionMaster()->MovePoint(0, m_creature->GetPositionX(), m_creature->GetPositionY(), m_creature->GetPositionZ());
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}
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};
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bool QuestAccept_npc_00x09hl(Player* pPlayer, Creature* pCreature, const Quest* pQuest)
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{
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if (pQuest->GetQuestId() == QUEST_RESQUE_OOX_09)
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{
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pCreature->SetStandState(UNIT_STAND_STATE_STAND);
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if (pPlayer->GetTeam() == ALLIANCE)
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pCreature->setFaction(FACTION_ESCORTEE_A);
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else if (pPlayer->GetTeam() == HORDE)
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pCreature->setFaction(FACTION_ESCORTEE_H);
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DoScriptText(SAY_OOX_START, pCreature, pPlayer);
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if (npc_00x09hlAI* pEscortAI = CAST_AI(npc_00x09hlAI, pCreature->AI()))
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pEscortAI->Start(false, false, pPlayer->GetGUID(), pQuest);
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}
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return true;
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}
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CreatureAI* GetAI_npc_00x09hl(Creature* pCreature)
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{
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return new npc_00x09hlAI(pCreature);
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}
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/*######
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## npc_rinji
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######*/
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enum eRinji
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{
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SAY_RIN_FREE = -1000403, //from here
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SAY_RIN_BY_OUTRUNNER = -1000404,
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SAY_RIN_HELP_1 = -1000405,
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SAY_RIN_HELP_2 = -1000406, //to here, are used also by 6182 but this is wrong...
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SAY_RIN_COMPLETE = -1000407,
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SAY_RIN_PROGRESS_1 = -1000408,
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SAY_RIN_PROGRESS_2 = -1000409,
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QUEST_RINJI_TRAPPED = 2742,
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NPC_RANGER = 2694,
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NPC_OUTRUNNER = 2691,
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GO_RINJI_CAGE = 142036
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};
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struct Location
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{
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float m_fX, m_fY, m_fZ;
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};
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Location m_afAmbushSpawn[] =
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{
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{191.296204, -2839.329346, 107.388},
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{70.972466, -2848.674805, 109.459}
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};
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Location m_afAmbushMoveTo[] =
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{
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{166.630386, -2824.780273, 108.153},
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{70.886589, -2874.335449, 116.675}
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};
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struct TRINITY_DLL_DECL npc_rinjiAI : public npc_escortAI
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{
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npc_rinjiAI(Creature* pCreature) : npc_escortAI(pCreature)
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{
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m_bIsByOutrunner = false;
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m_iSpawnId = 0;
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}
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bool m_bIsByOutrunner;
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uint32 m_uiPostEventCount;
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uint32 m_uiPostEventTimer;
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int m_iSpawnId;
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void Reset()
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{
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m_uiPostEventCount = 0;
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m_uiPostEventTimer = 3000;
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}
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void JustRespawned()
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{
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m_bIsByOutrunner = false;
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m_iSpawnId = 0;
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npc_escortAI::JustRespawned();
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}
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void EnterCombat(Unit* pWho)
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{
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if (HasEscortState(STATE_ESCORT_ESCORTING))
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{
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if (pWho->GetEntry() == NPC_OUTRUNNER && !m_bIsByOutrunner)
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{
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DoScriptText(SAY_RIN_BY_OUTRUNNER, pWho);
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m_bIsByOutrunner = true;
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}
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if (rand()%4)
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return;
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//only if attacked and escorter is not in combat?
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DoScriptText(RAND(SAY_RIN_HELP_1,SAY_RIN_HELP_2), m_creature);
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}
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}
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void DoSpawnAmbush(bool bFirst)
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{
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if (!bFirst)
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m_iSpawnId = 1;
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m_creature->SummonCreature(NPC_RANGER,
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m_afAmbushSpawn[m_iSpawnId].m_fX, m_afAmbushSpawn[m_iSpawnId].m_fY, m_afAmbushSpawn[m_iSpawnId].m_fZ, 0.0f,
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TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 60000);
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for (int i = 0; i < 2; ++i)
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{
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m_creature->SummonCreature(NPC_OUTRUNNER,
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m_afAmbushSpawn[m_iSpawnId].m_fX, m_afAmbushSpawn[m_iSpawnId].m_fY, m_afAmbushSpawn[m_iSpawnId].m_fZ, 0.0f,
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TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 60000);
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}
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}
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void JustSummoned(Creature* pSummoned)
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{
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pSummoned->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
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pSummoned->GetMotionMaster()->MovePoint(0, m_afAmbushMoveTo[m_iSpawnId].m_fX, m_afAmbushMoveTo[m_iSpawnId].m_fY, m_afAmbushMoveTo[m_iSpawnId].m_fZ);
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}
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void WaypointReached(uint32 uiPointId)
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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(uiPointId)
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{
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case 1:
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DoScriptText(SAY_RIN_FREE, m_creature, pPlayer);
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break;
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case 7:
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DoSpawnAmbush(true);
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break;
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case 13:
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DoSpawnAmbush(false);
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break;
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case 17:
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DoScriptText(SAY_RIN_COMPLETE, m_creature, pPlayer);
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pPlayer->GroupEventHappens(QUEST_RINJI_TRAPPED, m_creature);
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SetRun();
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m_uiPostEventCount = 1;
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break;
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}
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}
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void UpdateEscortAI(const uint32 uiDiff)
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{
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//Check if we have a current target
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if (!UpdateVictim())
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{
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if (HasEscortState(STATE_ESCORT_ESCORTING) && m_uiPostEventCount)
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{
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if (m_uiPostEventTimer <= uiDiff)
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{
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m_uiPostEventTimer = 3000;
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if (Unit* pPlayer = GetPlayerForEscort())
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{
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switch(m_uiPostEventCount)
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{
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case 1:
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DoScriptText(SAY_RIN_PROGRESS_1, m_creature, pPlayer);
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++m_uiPostEventCount;
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break;
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case 2:
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DoScriptText(SAY_RIN_PROGRESS_2, m_creature, pPlayer);
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m_uiPostEventCount = 0;
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break;
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}
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}
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else
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{
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m_creature->ForcedDespawn();
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return;
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}
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}
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else
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m_uiPostEventTimer -= uiDiff;
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}
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return;
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}
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DoMeleeAttackIfReady();
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}
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};
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bool QuestAccept_npc_rinji(Player* pPlayer, Creature* pCreature, const Quest* pQuest)
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{
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if (pQuest->GetQuestId() == QUEST_RINJI_TRAPPED)
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{
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if (GameObject* pGo = pCreature->FindNearestGameObject(GO_RINJI_CAGE, INTERACTION_DISTANCE))
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pGo->UseDoorOrButton();
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if (npc_rinjiAI* pEscortAI = CAST_AI(npc_rinjiAI, pCreature->AI()))
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pEscortAI->Start(false, false, pPlayer->GetGUID(), pQuest);
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}
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return true;
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}
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CreatureAI* GetAI_npc_rinji(Creature* pCreature)
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{
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return new npc_rinjiAI(pCreature);
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}
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void AddSC_hinterlands()
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{
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Script* newscript;
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newscript = new Script;
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newscript->Name = "npc_00x09hl";
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newscript->GetAI = &GetAI_npc_00x09hl;
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newscript->pQuestAccept = &QuestAccept_npc_00x09hl;
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newscript->RegisterSelf();
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newscript = new Script;
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newscript->Name = "npc_rinji";
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newscript->GetAI = &GetAI_npc_rinji;
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newscript->pQuestAccept = &QuestAccept_npc_rinji;
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newscript->RegisterSelf();
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}
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