Add the missing Underbog boss script.
This commit is contained in:
@@ -0,0 +1,450 @@
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/*
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* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Timers requires to be revisited
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* What does SPELL_NOTIFY_OF_DEATH is unknown
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* What does Script Effect of spell SPELL_HUNTERS_MARK is unknown
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*/
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#include "ScriptMgr.h"
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#include "ScriptedCreature.h"
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#include "SpellScript.h"
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#include "SpellInfo.h"
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#include "MotionMaster.h"
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#include "Player.h"
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#include "the_underbog.h"
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enum MuselekTexts
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{
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SAY_COMMAND = 0,
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SAY_AGGRO = 1,
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SAY_SLAY = 2,
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SAY_DEATH = 3
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};
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enum MuselekSpells
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{
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// Musel'ek - Combat - Ranged
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SPELL_SHOOT = 22907,
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SPELL_MULTI_SHOT = 34974,
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// Musel'ek - Combat - Melee
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SPELL_KNOCK_AWAY = 18813,
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SPELL_BEAR_COMMAND = 34662,
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SPELL_RAPTOR_STRIKE = 31566,
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SPELL_DETERRENCE = 31567,
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// Musel'ek - Combat - Sequence
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SPELL_HUNTERS_MARK = 31615,
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SPELL_FREEZING_TRAP = 31946,
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SPELL_PACIFY_SELF = 19951,
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SPELL_MOVE_AWAY_PRIMER = 31564,
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SPELL_FACE_HIGHEST_THREAT = 32425,
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SPELL_AIMED_SHOT = 31623,
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// Musel'ek - Combat - Death
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SPELL_NOTIFY_OF_DEATH = 31547,
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// Claw
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SPELL_ECHOING_ROAR = 31429,
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SPELL_MAUL = 34298,
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SPELL_FRENZY = 34971,
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SPELL_FERAL_CHARGE = 39435
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};
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enum MuselekEvents
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{
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// Ranged
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EVENT_SHOOT = 1,
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EVENT_MULTI_SHOT,
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// Melee
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EVENT_KNOCK_AWAY,
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EVENT_BEAR_COMMAND,
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EVENT_RAPTOR_STRIKE,
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// Sequence
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EVENT_COMBAT_SEQUENCE_1,
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EVENT_COMBAT_SEQUENCE_2,
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EVENT_COMBAT_SEQUENCE_3,
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// Claw
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EVENT_ECHOING_ROAR,
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EVENT_MAUL,
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EVENT_COMMAND_RESPONSE,
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EVENT_FERAL_CHARGE,
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EVENT_OUTRO_1,
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EVENT_OUTRO_2,
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EVENT_OUTRO_3
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};
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enum MuselekMisc
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{
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FACTION_CENARION_EXP = 1660,
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NPC_CLAW = 17827,
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NPC_WINDCALLER_CLAW = 17894,
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POINT_OUTRO_1 = 1,
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POINT_OUTRO_2 = 2,
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POINT_MOVE_AWAY = 1
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};
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enum MuselekPhases : uint8
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{
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PHASE_NONE = 0,
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PHASE_HEALTH_70,
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PHASE_HEALTH_30
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};
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Position const OutroPos[2] =
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{
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{ 290.53226f, -125.35236f, 29.697079f, 0.0f },
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{ 295.05692f, -123.32802f, 29.659490f, 0.0f }
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};
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// 17826 - Swamplord Musel'ek
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struct boss_swamplord_muselek : public BossAI
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{
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boss_swamplord_muselek(Creature* creature) : BossAI(creature, DATA_SWAMPLORD_MUSELEK), _phase(PHASE_NONE) { }
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void Reset() override
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{
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_Reset();
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_phase = PHASE_NONE;
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me->SetReactState(REACT_AGGRESSIVE);
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}
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void JustEngagedWith(Unit* who) override
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{
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BossAI::JustEngagedWith(who);
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Talk(SAY_AGGRO);
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events.ScheduleEvent(EVENT_SHOOT, 0s);
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events.ScheduleEvent(EVENT_MULTI_SHOT, 20s, 30s);
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events.ScheduleEvent(EVENT_KNOCK_AWAY, 35s, 40s);
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events.ScheduleEvent(EVENT_BEAR_COMMAND, 10s);
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events.ScheduleEvent(EVENT_RAPTOR_STRIKE, 10s, 20s);
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}
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void AttackStart(Unit* who) override
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{
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ScriptedAI::AttackStartCaster(who, 30.0f);
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}
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void DamageTaken(Unit* /*killer*/, uint32& damage, DamageEffectType /*damageType*/, SpellInfo const* /*spellInfo = nullptr*/) override
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{
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if (_phase < PHASE_HEALTH_70 && me->HealthBelowPctDamaged(70, damage))
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{
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_phase++;
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events.ScheduleEvent(EVENT_COMBAT_SEQUENCE_1, 0s);
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}
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if (_phase < PHASE_HEALTH_30 && me->HealthBelowPctDamaged(30, damage))
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{
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_phase++;
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events.ScheduleEvent(EVENT_COMBAT_SEQUENCE_1, 0s);
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}
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}
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void OnSpellCast(SpellInfo const* spellInfo) override
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{
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if (spellInfo->Id == SPELL_BEAR_COMMAND)
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Talk(SAY_COMMAND);
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}
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void MovementInform(uint32 type, uint32 pointId) override
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{
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if (type != POINT_MOTION_TYPE)
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return;
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if (pointId == POINT_MOVE_AWAY)
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events.ScheduleEvent(EVENT_COMBAT_SEQUENCE_3, 1s);
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}
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void SpellHit(WorldObject* /*caster*/, SpellInfo const* spellInfo) override
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{
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if (spellInfo->Id == SPELL_FACE_HIGHEST_THREAT)
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if (Unit* target = SelectTarget(SelectTargetMethod::MaxThreat))
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me->SetFacingToObject(target);
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}
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void KilledUnit(Unit* /*victim*/) override
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{
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Talk(SAY_SLAY);
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}
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void JustDied(Unit* /*killer*/) override
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{
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_JustDied();
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Talk(SAY_DEATH);
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if (Creature* claw = me->FindNearestCreature(NPC_CLAW, 100.0f))
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DoCast(claw, SPELL_NOTIFY_OF_DEATH);
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}
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void UpdateAI(uint32 diff) override
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{
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if (!UpdateVictim())
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return;
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events.Update(diff);
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if (me->HasUnitState(UNIT_STATE_CASTING))
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return;
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while (uint32 eventId = events.ExecuteEvent())
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{
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switch (eventId)
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{
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// Ranged
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case EVENT_SHOOT:
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DoCastVictim(SPELL_SHOOT);
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events.Repeat(2s, 4s);
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break;
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case EVENT_MULTI_SHOT:
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DoCastVictim(SPELL_MULTI_SHOT);
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events.Repeat(25s, 35s);
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break;
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// Melee
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case EVENT_KNOCK_AWAY:
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DoCastVictim(SPELL_KNOCK_AWAY);
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events.Repeat(30s, 40s);
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break;
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case EVENT_BEAR_COMMAND:
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DoCastSelf(SPELL_BEAR_COMMAND);
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events.Repeat(25s);
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break;
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case EVENT_RAPTOR_STRIKE:
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DoCastVictim(SPELL_RAPTOR_STRIKE);
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events.Repeat(10s, 20s);
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break;
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// Sequence
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case EVENT_COMBAT_SEQUENCE_1:
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DoCastSelf(SPELL_HUNTERS_MARK);
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if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0))
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DoCast(target, SPELL_FREEZING_TRAP);
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me->SetReactState(REACT_PASSIVE);
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events.ScheduleEvent(EVENT_COMBAT_SEQUENCE_2, 2s);
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break;
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case EVENT_COMBAT_SEQUENCE_2:
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DoCastSelf(SPELL_PACIFY_SELF);
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DoCastSelf(SPELL_MOVE_AWAY_PRIMER);
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// Not always? Or wrong place? This is based only on one cast in sniff, need more info
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if (roll_chance(50))
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DoCastSelf(SPELL_DETERRENCE);
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break;
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case EVENT_COMBAT_SEQUENCE_3:
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DoCastSelf(SPELL_FACE_HIGHEST_THREAT);
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me->RemoveAurasDueToSpell(SPELL_PACIFY_SELF);
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me->SetReactState(REACT_AGGRESSIVE);
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if (Unit* target = SelectTarget(SelectTargetMethod::MaxThreat))
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DoCast(target, SPELL_AIMED_SHOT);
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break;
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default:
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break;
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}
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if (me->HasUnitState(UNIT_STATE_CASTING))
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return;
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}
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}
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private:
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uint8 _phase;
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};
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// 17827 - Claw
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struct npc_claw : public ScriptedAI
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{
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npc_claw(Creature* creature) : ScriptedAI(creature), _canPerformOutro(false), _chargeCounter(0), _currentChargeCount(0) { }
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void Reset() override
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{
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_events.Reset();
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_chargeCounter = 0;
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_currentChargeCount = 0;
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}
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void JustEngagedWith(Unit* /*who*/) override
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{
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_events.ScheduleEvent(EVENT_ECHOING_ROAR, 20s, 25s);
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_events.ScheduleEvent(EVENT_MAUL, 5s, 10s);
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}
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void SpellHit(WorldObject* /*caster*/, SpellInfo const* spellInfo) override
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{
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if (spellInfo->Id == SPELL_BEAR_COMMAND)
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_events.ScheduleEvent(EVENT_COMMAND_RESPONSE, 0s);
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}
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bool OnGossipHello(Player* player) override
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{
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player->KilledMonsterCredit(NPC_WINDCALLER_CLAW);
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return false;
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}
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void DamageTaken(Unit* /*attacker*/, uint32& damage, DamageEffectType /*damageType*/, SpellInfo const* /*spellInfo = nullptr*/) override
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{
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// This CAN occur even if Musel'ek is NOT yet dead
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if (!_canPerformOutro && me->HealthBelowPctDamaged(20, damage))
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{
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_canPerformOutro = true;
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me->SetFaction(FACTION_CENARION_EXP);
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me->SetImmuneToAll(true);
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EnterEvadeMode();
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}
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}
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void JustReachedHome() override
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{
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if (_canPerformOutro)
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_events.ScheduleEvent(EVENT_OUTRO_1, 0s);
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ScriptedAI::JustReachedHome();
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}
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void MovementInform(uint32 type, uint32 pointId) override
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{
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if (type != POINT_MOTION_TYPE)
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return;
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switch (pointId)
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{
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case POINT_OUTRO_1:
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_events.ScheduleEvent(EVENT_OUTRO_2, 0s);
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break;
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case POINT_OUTRO_2:
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_events.ScheduleEvent(EVENT_OUTRO_3, 1s);
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break;
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}
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}
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void UpdateAI(uint32 diff) override
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{
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if (!UpdateVictim())
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{
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if (_canPerformOutro)
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{
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_events.Update(diff);
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while (uint32 eventId = _events.ExecuteEvent())
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{
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switch (eventId)
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{
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case EVENT_OUTRO_1:
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me->SetWalk(true);
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me->GetMotionMaster()->MovePoint(POINT_OUTRO_1, OutroPos[0]);
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me->UpdateEntry(NPC_WINDCALLER_CLAW);
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/// !HACK: UpdateEntry here should be done without changing faction. Changing faction back
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me->SetFaction(FACTION_CENARION_EXP);
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/// !HACK: Removed after entry is updated. Changing back
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me->SetImmuneToAll(true);
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break;
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case EVENT_OUTRO_2:
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me->GetMotionMaster()->MovePoint(POINT_OUTRO_2, OutroPos[1]);
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break;
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case EVENT_OUTRO_3:
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me->SetFacingTo(3.420845270156860351f);
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me->SetStandState(UNIT_STAND_STATE_SIT);
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break;
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default:
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break;
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}
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}
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}
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return;
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}
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_events.Update(diff);
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if (me->HasUnitState(UNIT_STATE_CASTING))
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return;
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while (uint32 eventId = _events.ExecuteEvent())
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{
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switch (eventId)
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{
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case EVENT_ECHOING_ROAR:
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DoCastSelf(SPELL_ECHOING_ROAR);
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_events.Repeat(10s, 20s);
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break;
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case EVENT_MAUL:
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DoCastVictim(SPELL_MAUL);
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_events.Repeat(10s, 15s);
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break;
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case EVENT_COMMAND_RESPONSE:
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DoCastSelf(SPELL_FRENZY);
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// 0 seems to be valid value. He doesn't obey always, perhaps. Or something is more tricky than it seems
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_chargeCounter = RAND(0, 1, 2, 3, 4);
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_currentChargeCount = 0;
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_events.ScheduleEvent(EVENT_FERAL_CHARGE, 2s, 5s);
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break;
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case EVENT_FERAL_CHARGE:
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if (_currentChargeCount < _chargeCounter)
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{
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if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0))
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DoCast(target, SPELL_FERAL_CHARGE);
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++_currentChargeCount;
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_events.Repeat(2s, 5s);
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}
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break;
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default:
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break;
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}
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if (me->HasUnitState(UNIT_STATE_CASTING))
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return;
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}
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}
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private:
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EventMap _events;
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bool _canPerformOutro;
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uint8 _chargeCounter;
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uint8 _currentChargeCount;
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};
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// 31564 - Move Away Primer
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class spell_swamplord_muselek_move_away_primer : public SpellScript
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{
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void HandleDummy(SpellEffIndex /*effIndex*/)
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{
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GetCaster()->GetMotionMaster()->MovePoint(POINT_MOVE_AWAY, GetCaster()->GetNearPosition(frand(15.0f, 35.0f), frand(0.0f, 2.0f * float(M_PI))));
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}
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void Register() override
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{
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OnEffectHit += SpellEffectFn(spell_swamplord_muselek_move_away_primer::HandleDummy, EFFECT_0, SPELL_EFFECT_DUMMY);
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}
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};
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void AddSC_boss_swamplord_muselek()
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{
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RegisterTheUnderbogCreatureAI(boss_swamplord_muselek);
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RegisterTheUnderbogCreatureAI(npc_claw);
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RegisterSpellScript(spell_swamplord_muselek_move_away_primer);
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}
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@@ -81,6 +81,7 @@ void AddSC_boss_ahune();
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void AddSC_instance_the_underbog();
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void AddSC_boss_hungarfen();
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void AddSC_boss_the_black_stalker();
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void AddSC_boss_swamplord_muselek();
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// Gruul's Lair
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void AddSC_boss_gruul();
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@@ -206,6 +207,7 @@ void AddOutlandScripts()
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AddSC_instance_the_underbog();
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AddSC_boss_hungarfen();
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AddSC_boss_the_black_stalker();
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AddSC_boss_swamplord_muselek();
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// Gruul's Lair
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AddSC_boss_gruul();
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