Scripts: Replaced calls to ForcedDespawn with DespawnOrUnsummon (calls appropriate AI hooks in case of temporary summons) and made ForcedDespawn private
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@@ -193,7 +193,7 @@ public:
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if (type == POINT_MOTION_TYPE && id == 1)
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{
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DoScriptText(SAY_DIRECTION, me);
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me->ForcedDespawn();
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me->DespawnOrUnsummon();
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}
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}
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};
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@@ -264,7 +264,7 @@ class npc_tiger_matriarch : public CreatureScript
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vehSummoner->RemoveAurasDueToSpell(SPELL_SPIRIT_OF_THE_TIGER_RIDER);
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vehSummoner->RemoveAurasDueToSpell(SPELL_SUMMON_ZENTABRA_TRIGGER);
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}
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me->ForcedDespawn();
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me->DespawnOrUnsummon();
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}
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void DamageTaken(Unit* attacker, uint32& damage)
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@@ -287,7 +287,7 @@ class npc_tiger_matriarch : public CreatureScript
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vehSummoner->RemoveAurasDueToSpell(SPELL_SUMMON_ZENTABRA_TRIGGER);
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}
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me->ForcedDespawn();
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me->DespawnOrUnsummon();
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}
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}
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@@ -847,7 +847,7 @@ public:
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player->KilledMonsterCredit(NPC_THERAMORE_PRISONER, 0);
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prisoner->AI()->Talk(SAY_FREE); // We also emote cry here (handled in creature_text.emote)
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prisoner->ForcedDespawn(6000);
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prisoner->DespawnOrUnsummon(6000);
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}
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return true;
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}
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