probably fix crash with boss_paletressAI::MovementInform
to our script writers: please, turn on the brain --HG-- branch : trunk
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+2
-2
@@ -216,9 +216,9 @@ struct boss_paletressAI : public ScriptedAI
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}
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}
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void MovementInform(uint32 MovementType, uint32 Data)
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void MovementInform(uint32 MovementType, uint32 Point)
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{
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if (MovementType != POINT_MOTION_TYPE)
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if (MovementType != POINT_MOTION_TYPE || Point != 0)
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return;
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if (pInstance)
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@@ -429,6 +429,7 @@ struct npc_tallhorn_stagAI : public ScriptedAI
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void UpdateAI(const uint32 uiDiff)
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{
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// call this each update tick?
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if (GameObject* haunch = me->FindNearestGameObject(OBJECT_HAUNCH, 2.0f))
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{
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me->SetStandState(UNIT_STAND_STATE_DEAD);
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@@ -465,6 +466,7 @@ struct npc_amberpine_woodsmanAI : public ScriptedAI
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void UpdateAI(const uint32 uiDiff)
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{
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// call this each update tick?
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if (Creature* stag = me->FindNearestCreature(TALLHORN_STAG, 0.2f))
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{
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me->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_USESTANDING);
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@@ -493,8 +495,7 @@ struct npc_amberpine_woodsmanAI : public ScriptedAI
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}
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ScriptedAI::UpdateAI(uiDiff);
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if (!UpdateVictim())
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return;
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UpdateVictim();
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}
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};
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