*Fix "Endless Hunger" Script ... npc should not move into wall
--HG-- branch : trunk
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@@ -210,8 +210,8 @@ struct TRINITY_DLL_DECL npc_unworthy_initiateAI : public ScriptedAI
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m_creature->SetUInt32Value(UNIT_FIELD_BYTES_1, 0);
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m_creature->SetUInt32Value(UNIT_FIELD_BYTES_1, 0);
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anchor->GetPosition(targ_x,targ_y,targ_z);
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anchor->GetNearPoint2D(targ_x,targ_y,1,anchor->GetAngle(m_creature));
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anchor->DealDamage(anchor,anchor->GetHealth());
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//anchor->DealDamage(anchor,anchor->GetHealth());
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m_creature->RemoveAurasDueToSpell(SPELL_SOUL_PRISON_CHAIN_SELF);
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m_creature->RemoveAurasDueToSpell(SPELL_SOUL_PRISON_CHAIN_SELF);
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m_creature->RemoveAurasDueToSpell(SPELL_SOUL_PRISON_CHAIN);
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m_creature->RemoveAurasDueToSpell(SPELL_SOUL_PRISON_CHAIN);
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@@ -275,10 +275,11 @@ void npc_unworthy_initiateAI::UpdateAI(const uint32 diff)
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}
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}
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}
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}
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}
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}
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if(dist == 99)
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if(dist == 99)
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return;
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return;
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Creature* trigger = m_creature->SummonCreature(29521,x,y,z,0,TEMPSUMMON_MANUAL_DESPAWN,100);
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Creature* trigger = m_creature->FindNearestCreature(29521,30);
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if(trigger)
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if(trigger)
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{
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{
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if(GameObject* go_prison = GameObject::GetGameObject((*m_creature),nearest_prison))
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if(GameObject* go_prison = GameObject::GetGameObject((*m_creature),nearest_prison))
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+4
-4
@@ -296,10 +296,10 @@ struct TRINITY_DLL_DECL mob_annhylde_the_callerAI : public ScriptedAI
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void Reset()
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void Reset()
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{
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{
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m_creature->AddUnitMovementFlag(MOVEMENTFLAG_FLYING + MOVEMENTFLAG_HOVER);
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m_creature->AddUnitMovementFlag(MOVEMENTFLAG_FLYING + MOVEMENTFLAG_HOVER);
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m_creature->SetSpeed(MOVE_SWIM , 0.1f);
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m_creature->SetSpeed(MOVE_SWIM , 1.0f);
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m_creature->SetSpeed(MOVE_RUN , 0.1f);
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m_creature->SetSpeed(MOVE_RUN , 1.0f);
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m_creature->SetSpeed(MOVE_WALK , 0.1f);
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m_creature->SetSpeed(MOVE_WALK , 1.0f);
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m_creature->SetSpeed(MOVE_FLIGHT , 0.1f);
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//m_creature->SetSpeed(MOVE_FLIGHT , 1.0f);
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m_creature->GetPosition(x,y,z);
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m_creature->GetPosition(x,y,z);
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DoTeleportTo(x+1,y,z+30);
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DoTeleportTo(x+1,y,z+30);
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