*Update flame levi script. Allow player to shoot down pyrite container and refill the demolishers.
*Other script-related fixes. --HG-- branch : trunk
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@@ -75,6 +75,13 @@ class TRINITY_DLL_SPEC CreatureAI : public UnitAI
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bool UpdateCombatState();
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void SelectNearestTarget(Unit *who);
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void SetGazeOn(Unit *target);
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Creature *DoSummon(uint32 uiEntry, const Position fPos, uint32 uiDespawntime = 30000, TempSummonType uiType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
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Creature *DoSummon(uint32 uiEntry, WorldObject *obj, float fRadius = 5.0f, uint32 uiDespawntime = 30000, TempSummonType uiType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
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Creature *DoSummonFlyer(uint32 uiEntry, WorldObject *obj, float fZ, float fRadius = 5.0f, uint32 uiDespawntime = 30000, TempSummonType uiType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
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public:
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explicit CreatureAI(Creature *c) : UnitAI((Unit*)c), me(c), m_creature(c) {}
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@@ -151,15 +158,13 @@ class TRINITY_DLL_SPEC CreatureAI : public UnitAI
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//virtual bool IsVisible(Unit *) const { return false; }
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// Called when victim entered water and creature can not enter water
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virtual bool canReachByRangeAttack(Unit*) { return false; }
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//virtual bool canReachByRangeAttack(Unit*) { return false; }
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///== Fields =======================================
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// Pointer to controlled by AI creature
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//Creature* const m_creature;
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void SetGazeOn(Unit *target);
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virtual void PassengerBoarded(Unit *who, int8 seatId, bool apply) {}
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protected:
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