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--HG-- branch : trunk
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@@ -929,16 +929,16 @@ struct npc_crusade_recruitAI : public ScriptedAI
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uint8 m_uiPhase; //The current phase we are in
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uint32 m_uiTimer; //Timer until phase transition
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float m_heading; //Store creature heading
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void Reset()
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{
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m_uiTimer = 0;
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m_uiPhase = 0;
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m_creature->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
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m_creature->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_COWER);
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m_heading = m_creature->GetOrientation();
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m_heading = m_creature->GetOrientation();
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}
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void UpdateAI(const uint32 uiDiff)
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{
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if (m_uiPhase)
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@@ -951,10 +951,10 @@ struct npc_crusade_recruitAI : public ScriptedAI
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// say random text
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m_creature->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
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m_creature->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_ONESHOT_NONE);
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DoScriptText(RAND(SAY_RECRUIT_1,SAY_RECRUIT_2,SAY_RECRUIT_3), m_creature);
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DoScriptText(RAND(SAY_RECRUIT_1,SAY_RECRUIT_2,SAY_RECRUIT_3), m_creature);
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m_uiTimer = 3000;
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m_uiPhase = 2;
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break;
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break;
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case 2:
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// walk forward
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m_creature->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
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@@ -973,7 +973,7 @@ struct npc_crusade_recruitAI : public ScriptedAI
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else
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m_uiTimer -= uiDiff;
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}
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ScriptedAI::UpdateAI(uiDiff);
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ScriptedAI::UpdateAI(uiDiff);
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if (!UpdateVictim())
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return;
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@@ -986,7 +986,7 @@ CreatureAI* GetAI_npc_crusade_recruit(Creature* pCreature)
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}
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bool GossipHello_npc_crusade_recruit(Player* pPlayer, Creature* pCreature)
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{
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{
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if (pPlayer->GetQuestStatus(QUEST_TROLL_PATROL_INTESTINAL_FORTITUDE) == QUEST_STATUS_INCOMPLETE)
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM_1, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
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