*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: Ashenvale
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SD%Complete: 70
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SDComment: Quest support: 6544, 6482
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SDCategory: Ashenvale Forest
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EndScriptData */
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/* ContentData
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npc_torek
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npc_ruul_snowhoof
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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_torek
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####*/
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#define SAY_READY -1000106
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#define SAY_MOVE -1000107
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#define SAY_PREPARE -1000108
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#define SAY_WIN -1000109
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#define SAY_END -1000110
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#define SPELL_REND 11977
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#define SPELL_THUNDERCLAP 8078
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#define QUEST_TOREK_ASSULT 6544
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#define ENTRY_SPLINTERTREE_RAIDER 12859
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#define ENTRY_DURIEL 12860
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#define ENTRY_SILVERWING_SENTINEL 12896
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#define ENTRY_SILVERWING_WARRIOR 12897
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struct TRINITY_DLL_DECL npc_torekAI : public npc_escortAI
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{
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npc_torekAI(Creature *c) : npc_escortAI(c) {}
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uint32 Rend_Timer;
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uint32 Thunderclap_Timer;
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bool Completed;
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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 1:
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DoScriptText(SAY_MOVE, m_creature, pPlayer);
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break;
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case 8:
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DoScriptText(SAY_PREPARE, m_creature, pPlayer);
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break;
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case 19:
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//TODO: verify location and creatures amount.
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m_creature->SummonCreature(ENTRY_DURIEL,1776.73,-2049.06,109.83,1.54,TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT,25000);
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m_creature->SummonCreature(ENTRY_SILVERWING_SENTINEL,1774.64,-2049.41,109.83,1.40,TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT,25000);
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m_creature->SummonCreature(ENTRY_SILVERWING_WARRIOR,1778.73,-2049.50,109.83,1.67,TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT,25000);
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break;
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case 20:
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DoScriptText(SAY_WIN, m_creature, pPlayer);
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Completed = true;
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if (pPlayer)
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pPlayer->GroupEventHappens(QUEST_TOREK_ASSULT, m_creature);
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break;
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case 21:
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DoScriptText(SAY_END, m_creature, 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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Rend_Timer = 5000;
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Thunderclap_Timer = 8000;
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Completed = false;
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}
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void EnterCombat(Unit* who)
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{
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}
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void JustSummoned(Creature* summoned)
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{
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summoned->AI()->AttackStart(m_creature);
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}
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void UpdateAI(const uint32 diff)
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{
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npc_escortAI::UpdateAI(diff);
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if (!UpdateVictim())
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return;
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if (Rend_Timer <= diff)
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{
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DoCast(m_creature->getVictim(), SPELL_REND);
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Rend_Timer = 20000;
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} else Rend_Timer -= diff;
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if (Thunderclap_Timer <= diff)
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{
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DoCast(m_creature, SPELL_THUNDERCLAP);
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Thunderclap_Timer = 30000;
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} else Thunderclap_Timer -= diff;
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}
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};
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bool QuestAccept_npc_torek(Player* pPlayer, Creature* pCreature, Quest const* quest)
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{
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if (quest->GetQuestId() == QUEST_TOREK_ASSULT)
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{
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//TODO: find companions, make them follow Torek, at any time (possibly done by mangos/database in future?)
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DoScriptText(SAY_READY, pCreature, pPlayer);
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pCreature->setFaction(113);
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if (npc_escortAI* pEscortAI = CAST_AI(npc_torekAI, pCreature->AI()))
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pEscortAI->Start(true, true, pPlayer->GetGUID());
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}
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return true;
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}
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CreatureAI* GetAI_npc_torek(Creature* pCreature)
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{
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return new npc_torekAI(pCreature);
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}
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/*####
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# npc_ruul_snowhoof
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####*/
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#define QUEST_FREEDOM_TO_RUUL 6482
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#define GO_CAGE 178147
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struct TRINITY_DLL_DECL npc_ruul_snowhoofAI : public npc_escortAI
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{
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npc_ruul_snowhoofAI(Creature *c) : npc_escortAI(c) {}
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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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m_creature->SetUInt32Value(UNIT_FIELD_BYTES_1, 0);
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GameObject* Cage = m_creature->FindNearestGameObject(GO_CAGE, 20);
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if (Cage)
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Cage->SetGoState(GO_STATE_ACTIVE);
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break;}
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case 13:
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m_creature->SummonCreature(3922, 3449.218018, -587.825073, 174.978867, 4.714445, TEMPSUMMON_DEAD_DESPAWN, 60000);
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m_creature->SummonCreature(3921, 3446.384521, -587.830872, 175.186279, 4.714445, TEMPSUMMON_DEAD_DESPAWN, 60000);
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m_creature->SummonCreature(3926, 3444.218994, -587.835327, 175.380600, 4.714445, TEMPSUMMON_DEAD_DESPAWN, 60000);
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break;
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case 19:
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m_creature->SummonCreature(3922, 3508.344482, -492.024261, 186.929031, 4.145029, TEMPSUMMON_DEAD_DESPAWN, 60000);
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m_creature->SummonCreature(3921, 3506.265625, -490.531006, 186.740128, 4.239277, TEMPSUMMON_DEAD_DESPAWN, 60000);
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m_creature->SummonCreature(3926, 3503.682373, -489.393799, 186.629684, 4.349232, TEMPSUMMON_DEAD_DESPAWN, 60000);
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break;
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case 21:{
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if (pPlayer)
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pPlayer->GroupEventHappens(QUEST_FREEDOM_TO_RUUL, m_creature);
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break; }
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}
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}
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void EnterCombat(Unit* who) {}
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void Reset()
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{
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GameObject* Cage = m_creature->FindNearestGameObject(GO_CAGE, 20);
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if (Cage)
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Cage->SetGoState(GO_STATE_READY);
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}
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void JustSummoned(Creature* summoned)
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{
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summoned->AI()->AttackStart(m_creature);
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}
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void UpdateAI(const uint32 diff)
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{
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npc_escortAI::UpdateAI(diff);
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}
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};
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bool QuestAccept_npc_ruul_snowhoof(Player* pPlayer, Creature* pCreature, Quest const* quest)
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{
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if (quest->GetQuestId() == QUEST_FREEDOM_TO_RUUL)
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{
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pCreature->setFaction(113);
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if (npc_escortAI* pEscortAI = CAST_AI(npc_ruul_snowhoofAI, (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_ruul_snowhoofAI(Creature* pCreature)
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{
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return new npc_ruul_snowhoofAI(pCreature);
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}
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void AddSC_ashenvale()
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{
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Script *newscript;
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newscript = new Script;
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newscript->Name = "npc_torek";
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newscript->GetAI = &GetAI_npc_torek;
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newscript->pQuestAccept = &QuestAccept_npc_torek;
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newscript->RegisterSelf();
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newscript = new Script;
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newscript->Name = "npc_ruul_snowhoof";
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newscript->GetAI = &GetAI_npc_ruul_snowhoofAI;
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newscript->pQuestAccept = &QuestAccept_npc_ruul_snowhoof;
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newscript->RegisterSelf();
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}
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