*Set creature's AIName to "EventAI" if it has event script.
--HG-- branch : trunk
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@@ -544,6 +544,9 @@ void CreatureEventAIMgr::LoadCreatureEventAI_Scripts()
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//Add to list
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m_CreatureEventAI_Event_Map[creature_id].push_back(temp);
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++Count;
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if(cInfo->AIName == "")
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const_cast<CreatureInfo*>(cInfo)->AIName = "EventAI";
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} while (result->NextRow());
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delete result;
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