Merge [SD2]
r1106 Prevent abuse of item 44222. Apply some SD2 code style r1107 Add health modification for phase and correct phase value for kael(TK) r1108 Remove scripted function SetSheathState() and use mangos function instead. Fix one typo and apply sd2 code style for one script. r1109 Remove old makefile* files not needed. r1110 Some minor adjustments to sharkkis, add one spell and also add distance to MoveChase. Not kill boss' advisors on Reset when not needed. r1111 Check pointers and avoid possible crash r1112 Added script for friendly Kael in MgT (movement to orb-platform, transform and gossip) r1113 Correct misunderstanding added in 1112, and use timer for transformation instead (creature are expected to spawn/fly down once player use orb). --HG-- branch : trunk
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@@ -572,11 +572,6 @@ void ScriptedAI::SetEquipmentSlots(bool bLoadDefault, int32 uiMainHand, int32 ui
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m_creature->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 2, uint32(uiRanged));
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}
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void ScriptedAI::SetSheathState(SheathState newState)
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{
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m_creature->SetByteValue(UNIT_FIELD_BYTES_2, 0, newState);
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}
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void ScriptedAI::SetCombatMovement(bool CombatMove)
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{
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CombatMovement = CombatMove;
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@@ -189,8 +189,6 @@ struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI
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bool CanCast(Unit* Target, SpellEntry const *Spell, bool Triggered = false);
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void SetEquipmentSlots(bool bLoadDefault, int32 uiMainHand = EQUIP_NO_CHANGE, int32 uiOffHand = EQUIP_NO_CHANGE, int32 uiRanged = EQUIP_NO_CHANGE);
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void SetSheathState(SheathState newState);
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void SetCombatMovement(bool CombatMove);
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