*Fix the bug that noth is unselectable.
--HG-- branch : trunk
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@@ -67,6 +67,13 @@ struct TRINITY_DLL_DECL boss_nothAI : public BossAI
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uint32 waveCount, balconyCount;
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void Reset()
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{
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me->SetReactState(REACT_AGGRESSIVE);
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me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
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_Reset();
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}
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void EnterCombat(Unit *who)
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{
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_EnterCombat();
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@@ -77,6 +84,8 @@ struct TRINITY_DLL_DECL boss_nothAI : public BossAI
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void EnterPhaseGround()
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{
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me->SetReactState(REACT_AGGRESSIVE);
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me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
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DoZoneInCombat();
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if(me->getThreatManager().isThreatListEmpty())
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EnterEvadeMode();
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@@ -147,7 +156,7 @@ struct TRINITY_DLL_DECL boss_nothAI : public BossAI
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return;
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case EVENT_BALCONY:
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me->SetReactState(REACT_PASSIVE);
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me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
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me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
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me->AttackStop();
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me->RemoveAllAuras();
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me->NearTeleportTo(TELE_X, TELE_Y, TELE_Z, TELE_O);
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@@ -172,8 +181,6 @@ struct TRINITY_DLL_DECL boss_nothAI : public BossAI
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case EVENT_GROUND:
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{
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++balconyCount;
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me->SetReactState(REACT_AGGRESSIVE);
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me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
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float x, y, z, o;
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me->GetHomePosition(x, y, z, o);
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me->NearTeleportTo(x, y, z, o);
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