Scripts: Replaced calls to ForcedDespawn with DespawnOrUnsummon (calls appropriate AI hooks in case of temporary summons) and made ForcedDespawn private
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@@ -855,7 +855,7 @@ class npc_simon_bunny : public CreatureScript
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if (GameObject* relic = me->FindNearestGameObject(large ? GO_APEXIS_MONUMENT : GO_APEXIS_RELIC, searchDistance))
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relic->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
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me->ForcedDespawn(1000);
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me->DespawnOrUnsummon(1000);
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}
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/*
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@@ -450,7 +450,7 @@ public:
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{
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if (Say_Timer <= diff)
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{
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me->ForcedDespawn();
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me->DespawnOrUnsummon();
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ReleasedFromCage = false;
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}
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else
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@@ -689,7 +689,7 @@ class go_warmaul_prison : public GameObjectScript
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player->KilledMonsterCredit(NPC_MAGHAR_PRISONER, 0);
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prisoner->AI()->Talk(SAY_FREE, player->GetGUID());
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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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@@ -1057,7 +1057,7 @@ class go_captain_tyralius_prison : public GameObjectScript
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player->KilledMonsterCredit(NPC_CAPTAIN_TYRALIUS, 0);
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tyralius->AI()->Talk(SAY_FREE);
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tyralius->ForcedDespawn(8000);
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tyralius->DespawnOrUnsummon(8000);
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}
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return true;
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}
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