*Merge.
--HG-- branch : trunk
This commit is contained in:
+6
@@ -166,6 +166,12 @@ struct TRINITY_DLL_DECL boss_ambassador_hellmawAI : public ScriptedAI
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if (!UpdateVictim() )
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if (!UpdateVictim() )
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return;
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return;
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if(m_creature->HasAura(SPELL_BANISH, 0))
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{
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EnterEvadeMode();
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return;
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}
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if (CorrosiveAcid_Timer < diff)
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if (CorrosiveAcid_Timer < diff)
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{
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{
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DoCast(m_creature->getVictim(),SPELL_CORROSIVE_ACID);
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DoCast(m_creature->getVictim(),SPELL_CORROSIVE_ACID);
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+3
-3
@@ -187,7 +187,7 @@ struct TRINITY_DLL_DECL boss_warbringer_omroggAI : public ScriptedAI
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Unit *Left = Unit::GetUnit(*m_creature,LeftHead);
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Unit *Left = Unit::GetUnit(*m_creature,LeftHead);
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Unit *Right = Unit::GetUnit(*m_creature,RightHead);
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Unit *Right = Unit::GetUnit(*m_creature,RightHead);
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if (!Left && !Right)
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if (!Left || !Right)
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return;
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return;
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ithreat = rand()%4;
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ithreat = rand()%4;
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@@ -240,7 +240,7 @@ struct TRINITY_DLL_DECL boss_warbringer_omroggAI : public ScriptedAI
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Unit *Left = Unit::GetUnit(*m_creature,LeftHead);
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Unit *Left = Unit::GetUnit(*m_creature,LeftHead);
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Unit *Right = Unit::GetUnit(*m_creature,RightHead);
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Unit *Right = Unit::GetUnit(*m_creature,RightHead);
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if (!Left && !Right)
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if (!Left || !Right)
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return;
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return;
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ikilling = rand()%2;
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ikilling = rand()%2;
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@@ -269,7 +269,7 @@ struct TRINITY_DLL_DECL boss_warbringer_omroggAI : public ScriptedAI
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Unit *Left = Unit::GetUnit(*m_creature,LeftHead);
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Unit *Left = Unit::GetUnit(*m_creature,LeftHead);
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Unit *Right = Unit::GetUnit(*m_creature,RightHead);
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Unit *Right = Unit::GetUnit(*m_creature,RightHead);
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if (!Left && !Right)
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if (!Left || !Right)
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return;
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return;
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DoScriptText(YELL_DIE_L, Left);
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DoScriptText(YELL_DIE_L, Left);
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@@ -732,7 +732,9 @@ void Map::Update(const uint32 &t_diff)
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i_lock = true;
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i_lock = true;
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MoveAllCreaturesInMoveList();
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RelocationNotify();
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RelocationNotify();
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RemoveAllObjectsInRemoveList();
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// Don't unload grids if it's battleground, since we may have manually added GOs,creatures, those doesn't load from DB at grid re-load !
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// Don't unload grids if it's battleground, since we may have manually added GOs,creatures, those doesn't load from DB at grid re-load !
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// This isn't really bother us, since as soon as we have instanced BG-s, the whole map unloads as the BG gets ended
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// This isn't really bother us, since as soon as we have instanced BG-s, the whole map unloads as the BG gets ended
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@@ -5390,6 +5390,15 @@ void AuraEffect::HandleAuraModPacify(bool apply, bool Real)
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m_target->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED);
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m_target->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED);
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else
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else
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m_target->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED);
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m_target->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED);
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if(m_spellProto->Id == 45839){
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if(apply){
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m_target->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
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}else{
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m_target->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
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}
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}
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}
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}
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void AuraEffect::HandleAuraModPacifyAndSilence(bool apply, bool Real)
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void AuraEffect::HandleAuraModPacifyAndSilence(bool apply, bool Real)
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+1
-1
@@ -1778,7 +1778,7 @@ void World::Update(uint32 diff)
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/// </ul>
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/// </ul>
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///- Move all creatures with "delayed move" and remove and delete all objects with "delayed remove"
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///- Move all creatures with "delayed move" and remove and delete all objects with "delayed remove"
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MapManager::Instance().DoDelayedMovesAndRemoves();
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//MapManager::Instance().DoDelayedMovesAndRemoves();
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// update the instance reset times
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// update the instance reset times
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sInstanceSaveManager.Update();
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sInstanceSaveManager.Update();
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