Fix build with scripts included
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@@ -108,7 +108,7 @@ public:
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if (creature->isAlive())
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{
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++m_uiFelOverseerCount;
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sLog->OutDebug(LOG_FILTER_TSCR, "TSCR: Shadow Labyrinth: counting %u Fel Overseers.",m_uiFelOverseerCount);
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: Shadow Labyrinth: counting %u Fel Overseers.",m_uiFelOverseerCount);
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}
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break;
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}
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@@ -133,11 +133,11 @@ public:
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--m_uiFelOverseerCount;
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if (m_uiFelOverseerCount)
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sLog->OutDebug(LOG_FILTER_TSCR, "TSCR: Shadow Labyrinth: %u Fel Overseers left to kill.",m_uiFelOverseerCount);
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: Shadow Labyrinth: %u Fel Overseers left to kill.",m_uiFelOverseerCount);
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else
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{
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m_auiEncounter[1] = DONE;
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sLog->OutDebug(LOG_FILTER_TSCR, "TSCR: Shadow Labyrinth: TYPE_OVERSEER == DONE");
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: Shadow Labyrinth: TYPE_OVERSEER == DONE");
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}
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}
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break;
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@@ -331,7 +331,7 @@ public:
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if (reseting)
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return;
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sLog->OutDebug(LOG_FILTER_TSCR, "TSCR: Increasing Death Count for Shade of Akama encounter");
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: Increasing Death Count for Shade of Akama encounter");
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++DeathCount;
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me->RemoveAuraFromStack(SPELL_SHADE_SOUL_CHANNEL_2);
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if (guid)
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@@ -389,7 +389,7 @@ public:
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{
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CAST_AI(mob_ashtongue_channeler::mob_ashtongue_channelerAI, (*itr)->AI())->ShadeGUID = me->GetGUID();
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Channelers.push_back((*itr)->GetGUID());
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sLog->OutDebug(LOG_FILTER_TSCR, "TSCR: Shade of Akama Grid Search found channeler " UI64FMTD ". Adding to list", (*itr)->GetGUID());
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: Shade of Akama Grid Search found channeler " UI64FMTD ". Adding to list", (*itr)->GetGUID());
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}
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}
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else sLog->outError("SD2 ERROR: Grid Search was unable to find any channelers. Shade of Akama encounter will be buggy");
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@@ -136,7 +136,7 @@ public:
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}
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}
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sLog->OutDebug(LOG_FILTER_TSCR, "TSCR: Instance Black Temple: GetPlayerInMap, but PlayerList is empty!");
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: Instance Black Temple: GetPlayerInMap, but PlayerList is empty!");
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return NULL;
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}
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@@ -138,7 +138,7 @@ public:
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if (GetData(TYPE_MEKGINEER_STEAMRIGGER) == SPECIAL)
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HandleGameObject(MainChambersDoor, true);
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sLog->OutDebug(LOG_FILTER_TSCR, "TSCR: Instance Steamvault: Access panel used.");
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: Instance Steamvault: Access panel used.");
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}
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m_auiEncounter[0] = data;
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break;
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@@ -150,7 +150,7 @@ public:
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if (GetData(TYPE_HYDROMANCER_THESPIA) == SPECIAL)
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HandleGameObject(MainChambersDoor, true);
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sLog->OutDebug(LOG_FILTER_TSCR, "TSCR: Instance Steamvault: Access panel used.");
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: Instance Steamvault: Access panel used.");
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}
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m_auiEncounter[1] = data;
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break;
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+1
-1
@@ -66,7 +66,7 @@ class instance_ramparts : public InstanceMapScript
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void SetData(uint32 uiType, uint32 uiData)
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{
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sLog->OutDebug(LOG_FILTER_TSCR, "TSCR: Instance Ramparts: SetData received for type %u with data %u",uiType,uiData);
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: Instance Ramparts: SetData received for type %u with data %u",uiType,uiData);
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switch(uiType)
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{
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@@ -785,7 +785,7 @@ class boss_kaelthas : public CreatureScript
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if (me->getThreatManager().getThreatList().size() >= 2)
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for (uint32 i = 0; i < 3; ++i)
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{
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sLog->OutDebug(LOG_FILTER_TSCR, "SD2: Kael'Thas mind control not supported.");
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sLog->outDebug(LOG_FILTER_TSCR, "SD2: Kael'Thas mind control not supported.");
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//DoCast(pUnit, SPELL_MIND_CONTROL);
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}
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@@ -497,7 +497,7 @@ public:
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return true;
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}
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sLog->OutDebug(LOG_FILTER_TSCR, "TSCR: npc_commander_dawnforge event already in progress, need to wait.");
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: npc_commander_dawnforge event already in progress, need to wait.");
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return false;
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}
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