Creature/Scripting: Move CreatureAI::CanRespawn to CreatureScript::CanSpawn. Now also applies to initial spawn. Dynamic spawning prep.

(cherry picked from commit b3d44d6c366c7e4f12a6ce30ee5cf6b9bff68a06)

Game/Scripting: Follow-up to b3d44d6. Fix script selection for creatures on difficulty > 0.
(cherry picked from commit 91c2b3162d350ab1a09053574ad67f45f089175b)

Build fix.
(cherry picked from commit a9f1151f2ca56394e315d0b07741c240ef59c2ff)

Fine, this time I actually built it. Promise.
(cherry picked from commit 0c2c88ed5025d9b51b6cbdf0603ceaf1ea54c80a)
This commit is contained in:
treeston
2017-02-26 15:30:15 +01:00
committed by joschiwald
parent 9c36dd7e94
commit e941d7e04b
6 changed files with 23 additions and 15 deletions
@@ -496,14 +496,6 @@ void BossAI::_EnterCombat()
ScheduleTasks();
}
bool BossAI::CanRespawn()
{
if (instance && instance->GetBossState(_bossId) == DONE)
return false;
return true;
}
void BossAI::TeleportCheaters()
{
float x, y, z;