*Switch to support client version 3.1.3
*I strongly recommend you not to use this until you get the 313 db. Now all destructible buildings cause client crash. Source: Mangos Thanks to TOM_RUS for most work to make this switch possible ;) --HG-- branch : trunk
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@@ -2003,7 +2003,7 @@ void boss_illidan_stormrageAI::CastEyeBlast()
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if(!Trigger) return;
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Trigger->SetSpeed(MOVE_WALK, 3);
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Trigger->SetUnitMovementFlags(MOVEMENTFLAG_WALK_MODE);
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Trigger->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
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Trigger->GetMotionMaster()->MovePoint(0, final.x, final.y, final.z);
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//Trigger->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
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@@ -674,7 +674,7 @@ struct TRINITY_DLL_DECL npc_akamaAI : public ScriptedAI
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{
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ShadeHasDied = true;
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WayPointId = 0;
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m_creature->SetUnitMovementFlags(MOVEMENTFLAG_WALK_MODE);
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m_creature->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
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m_creature->GetMotionMaster()->MovePoint(WayPointId, AkamaWP[0].x, AkamaWP[0].y, AkamaWP[0].z);
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}
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if(Shade && Shade->isAlive())
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+1
-1
@@ -638,7 +638,7 @@ struct TRINITY_DLL_DECL mob_enchanted_elementalAI : public ScriptedAI
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if(move < diff)
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{
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m_creature->SetUnitMovementFlags(MOVEMENTFLAG_WALK_MODE);
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m_creature->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
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if (phase == 1)
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{
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m_creature->GetMotionMaster()->MovePoint(0, x, y, z);
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+1
-1
@@ -128,7 +128,7 @@ struct TRINITY_DLL_DECL boss_omor_the_unscarredAI : public Scripted_NoMovementAI
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{
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if (ShadowWhip_Timer < diff)
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{
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if (Unit* temp = Unit::GetUnit(*m_creature,playerGUID))
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if (Player* temp = Unit::GetPlayer(playerGUID))
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{
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//if unit dosen't have this flag, then no pulling back (script will attempt cast, even if orbital strike was resisted)
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if (temp->HasUnitMovementFlag(MOVEMENTFLAG_FALLING))
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@@ -195,7 +195,7 @@ struct TRINITY_DLL_DECL boss_brutallusAI : public ScriptedAI
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break;
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case 3:
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DoCast(m_creature, SPELL_INTRO_FROST_BLAST);
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Madrigosa->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT + MOVEMENTFLAG_LEVITATING);
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Madrigosa->AddUnitMovementFlag(MOVEMENTFLAG_LEVITATING);
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IntroFrostBoltTimer = 3000;
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IntroPhaseTimer = 28000;
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++IntroPhase;
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@@ -1046,7 +1046,7 @@ struct TRINITY_DLL_DECL mob_shield_orbAI : public ScriptedAI
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float x, y, r, c, mx, my;
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void InitializeAI(){
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m_creature->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT + MOVEMENTFLAG_LEVITATING);
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m_creature->AddUnitMovementFlag(MOVEMENTFLAG_LEVITATING);
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PointReached = true;
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Timer = 500+ rand()%500;
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CheckTimer = 1000;
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