*hopefuly fix Thrall reset bug
--HG-- branch : trunk
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@@ -211,6 +211,7 @@ struct TRINITY_DLL_DECL npc_thrall_old_hillsbradAI : public npc_escortAI
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npc_thrall_old_hillsbradAI(Creature *c) : npc_escortAI(c)
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npc_thrall_old_hillsbradAI(Creature *c) : npc_escortAI(c)
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{
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{
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pInstance = ((ScriptedInstance*)c->GetInstanceData());
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pInstance = ((ScriptedInstance*)c->GetInstanceData());
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m_creature->setActive(true);
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}
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}
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ScriptedInstance *pInstance;
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ScriptedInstance *pInstance;
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@@ -357,7 +358,9 @@ struct TRINITY_DLL_DECL npc_thrall_old_hillsbradAI : public npc_escortAI
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//trigger epoch Yell("Thrall! Come outside and face your fate! ....")
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//trigger epoch Yell("Thrall! Come outside and face your fate! ....")
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//from here, thrall should not never be allowed to move to point 106 which he currently does.
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//from here, thrall should not never be allowed to move to point 106 which he currently does.
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break;
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break;
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case 106:
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case 106:
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{
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if (!PlayerGUID)
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if (!PlayerGUID)
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break;
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break;
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@@ -382,6 +385,11 @@ struct TRINITY_DLL_DECL npc_thrall_old_hillsbradAI : public npc_escortAI
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//alot will happen here, thrall and taretha talk, erozion appear at spot to explain
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//alot will happen here, thrall and taretha talk, erozion appear at spot to explain
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m_creature->SummonCreature(EROZION_ENTRY,2646.47,680.416,55.38,4.16,TEMPSUMMON_TIMED_DESPAWN,120000);
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m_creature->SummonCreature(EROZION_ENTRY,2646.47,680.416,55.38,4.16,TEMPSUMMON_TIMED_DESPAWN,120000);
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}
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break;
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case 108:
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//last waypoint, just set Thrall invisible, respawn is turned off
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m_creature->SetVisibility(VISIBILITY_OFF);
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break;
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break;
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}
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}
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}
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}
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@@ -711,6 +719,9 @@ bool GossipSelect_npc_thrall_old_hillsbrad(Player *player, Creature *_Creature,
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DoScriptText(SAY_TH_START_EVENT_PART1, _Creature);
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DoScriptText(SAY_TH_START_EVENT_PART1, _Creature);
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((npc_escortAI*)(_Creature->AI()))->Start(true, true, true, player->GetGUID());
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((npc_escortAI*)(_Creature->AI()))->Start(true, true, true, player->GetGUID());
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((npc_escortAI*)(_Creature->AI()))->SetMaxPlayerDistance(100.0f);//not really needed, because it will not despawn if player is too far
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((npc_escortAI*)(_Creature->AI()))->SetDespawnAtEnd(false);
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((npc_escortAI*)(_Creature->AI()))->SetDespawnAtFar(false);
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break;
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break;
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case GOSSIP_ACTION_INFO_DEF+2:
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case GOSSIP_ACTION_INFO_DEF+2:
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