*Allow to force to respawn creatures.
*Save creature data for vehicles. *Change some visibility update sequence of respawned creatures. *Fix bugs of quest 12687: dark rider may not be on horse / horse cannot be used twice / horse does not respawn at correct phase --HG-- branch : trunk
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@@ -532,9 +532,7 @@ struct TRINITY_DLL_DECL npc_salanar_the_horsemanAI : public ScriptedAI
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return;
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}
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CAST_PLR(charmer)->ExitVehicle();
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//without this we can see npc kill the horse
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who->setDeathState(DEAD);
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CAST_CRE(who)->Respawn();
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CAST_CRE(who)->Respawn(true);
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}
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}
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}
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@@ -554,18 +552,6 @@ struct TRINITY_DLL_DECL npc_ros_dark_riderAI : public ScriptedAI
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{
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npc_ros_dark_riderAI(Creature *c) : ScriptedAI(c) {}
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void MoveInLineOfSight(Unit *who)
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{
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if(me->getVictim())
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return;
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// this should be before next one otherwise he may enter vehicle again
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if(!me->m_Vehicle && who->GetEntry() == 28782 && CAST_CRE(who)->isVehicle() && CAST_VEH(who)->HasEmptySeat(0))
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me->EnterVehicle(CAST_VEH(who));
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ScriptedAI::MoveInLineOfSight(who);
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}
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void EnterCombat(Unit *who)
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{
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me->ExitVehicle();
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