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)
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@@ -496,14 +496,6 @@ void BossAI::_EnterCombat()
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ScheduleTasks();
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}
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bool BossAI::CanRespawn()
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{
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if (instance && instance->GetBossState(_bossId) == DONE)
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return false;
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return true;
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}
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void BossAI::TeleportCheaters()
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{
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float x, y, z;
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