*Minor tweaks to Razorscale script, disabled some malfunctioning movement code.
--HG-- branch : trunk
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@@ -227,7 +227,7 @@ struct TRINITY_DLL_DECL boss_razorscaleAI : public ScriptedAI
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if(MovementTimer < diff)
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if(MovementTimer < diff)
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{
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{
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if(rand()%100 < 30)
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if(rand()%100 <= 30)
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{
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{
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DoScriptText(EMOTE_BREATH, m_creature);
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DoScriptText(EMOTE_BREATH, m_creature);
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DoCast(m_creature->getVictim(), SPELL_FLAMEBUFFET);
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DoCast(m_creature->getVictim(), SPELL_FLAMEBUFFET);
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@@ -248,9 +248,10 @@ struct TRINITY_DLL_DECL boss_razorscaleAI : public ScriptedAI
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void ChangePosition()
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void ChangePosition()
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{
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{
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/* Malfunctioning, Razorscale is flying around randomly, attacking players from hundreds of yards away.
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uint32 random = rand() % 4;
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uint32 random = rand() % 4;
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if(random<4){
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if(random<4){
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m_creature->GetMotionMaster()->MovePoint(0, MovementLocations[random][0], MovementLocations[random][1], MovementLocations[random][2]);}
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m_creature->GetMotionMaster()->MovePoint(0, MovementLocations[random][0], MovementLocations[random][1], MovementLocations[random][2]);} */
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}
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}
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void SummonAdds(uint32 Phase)
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void SummonAdds(uint32 Phase)
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