mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-13 09:17:18 +00:00
@@ -661,7 +661,7 @@ enum BG_AV_CreaturePlace
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AV_CPLACE_MAX = 321,
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AV_CPLACE_A_BOSS = 381,
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AV_CPLACE_H_BOSS = 445
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AV_CPLACE_H_BOSS = 443
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};
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//x, y, z, o
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@@ -103,6 +103,7 @@ public:
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events.ScheduleEvent(EVENT_CHECK_RESET, 5000);
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_hasAura = false;
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_attacked = false;
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}
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void JustRespawned() override
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@@ -114,16 +115,21 @@ public:
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{
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ScriptedAI::AttackStart(victim);
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// Boss should attack as well
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if (BattlegroundMap* bgMap = me->GetMap()->ToBattlegroundMap())
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if (!_attacked)
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{
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if (Battleground* bg = bgMap->GetBG())
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_attacked = true;
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// Boss should attack as well
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if (BattlegroundMap* bgMap = me->GetMap()->ToBattlegroundMap())
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{
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if (Creature* mainBoss = bg->GetBGCreature((me->GetFaction() == FACTION_AV_ALLIANCE ? AV_CPLACE_A_BOSS : AV_CPLACE_H_BOSS)))
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if (Battleground* bg = bgMap->GetBG())
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{
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if (mainBoss->IsAIEnabled && !mainBoss->GetVictim())
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if (Creature* mainBoss = bg->GetBGCreature((me->GetFaction() == FACTION_AV_ALLIANCE ? AV_CPLACE_A_BOSS : AV_CPLACE_H_BOSS)))
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{
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mainBoss->AI()->AttackStart(victim);
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if (mainBoss->IsAIEnabled && !mainBoss->GetVictim())
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{
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mainBoss->AI()->AttackStart(victim);
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}
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}
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}
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}
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@@ -134,16 +140,21 @@ public:
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{
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ScriptedAI::EnterEvadeMode(why);
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// Evade boss
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if (BattlegroundMap* bgMap = me->GetMap()->ToBattlegroundMap())
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if (_attacked)
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{
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if (Battleground* bg = bgMap->GetBG())
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_attacked = false;
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// Evade boss
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if (BattlegroundMap* bgMap = me->GetMap()->ToBattlegroundMap())
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{
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if (Creature* mainBoss = bg->GetBGCreature((me->GetFaction() == FACTION_AV_ALLIANCE ? AV_CPLACE_A_BOSS : AV_CPLACE_H_BOSS)))
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if (Battleground* bg = bgMap->GetBG())
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{
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if (mainBoss->IsAIEnabled && !mainBoss->IsInEvadeMode())
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if (Creature* mainBoss = bg->GetBGCreature((me->GetFaction() == FACTION_AV_ALLIANCE ? AV_CPLACE_A_BOSS : AV_CPLACE_H_BOSS)))
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{
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mainBoss->AI()->EnterEvadeMode();
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if (mainBoss->IsAIEnabled && !mainBoss->IsInEvadeMode())
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{
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mainBoss->AI()->EnterEvadeMode();
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}
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}
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}
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}
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@@ -214,6 +225,7 @@ public:
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private:
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EventMap events;
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bool _hasAura;
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bool _attacked;
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};
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CreatureAI* GetAI(Creature* creature) const override
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@@ -54,15 +54,17 @@ public:
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uint32 FrenzyTimer;
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uint32 YellTimer;
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uint32 ResetTimer;
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bool Attacked;
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void Reset() override
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{
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WhirlwindTimer = urand(1 * IN_MILLISECONDS, 20 * IN_MILLISECONDS);
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Whirlwind2Timer = urand(1 * IN_MILLISECONDS, 20 * IN_MILLISECONDS);
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KnockdownTimer = 12 * IN_MILLISECONDS;
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FrenzyTimer = 6 * IN_MILLISECONDS;
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ResetTimer = 5 * IN_MILLISECONDS;
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YellTimer = urand(20 * IN_MILLISECONDS, 30 * IN_MILLISECONDS); //20 to 30 seconds
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WhirlwindTimer = urand(1 * IN_MILLISECONDS, 20 * IN_MILLISECONDS);
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Whirlwind2Timer = urand(1 * IN_MILLISECONDS, 20 * IN_MILLISECONDS);
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KnockdownTimer = 12 * IN_MILLISECONDS;
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FrenzyTimer = 6 * IN_MILLISECONDS;
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ResetTimer = 5 * IN_MILLISECONDS;
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YellTimer = urand(20 * IN_MILLISECONDS, 30 * IN_MILLISECONDS); //20 to 30 seconds
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Attacked = false;
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}
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void EnterCombat(Unit* /*who*/) override
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@@ -80,18 +82,23 @@ public:
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{
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ScriptedAI::AttackStart(victim);
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// Mini bosses should attack as well
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if (BattlegroundMap* bgMap = me->GetMap()->ToBattlegroundMap())
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if (!Attacked)
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{
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if (Battleground* bg = bgMap->GetBG())
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Attacked = true;
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// Mini bosses should attack as well
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if (BattlegroundMap* bgMap = me->GetMap()->ToBattlegroundMap())
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{
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for (uint8 i = AV_CPLACE_H_MARSHAL_ICE; i <= AV_CPLACE_H_MARSHAL_WTOWER; ++i)
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if (Battleground* bg = bgMap->GetBG())
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{
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if (Creature* marshall = bg->GetBGCreature(i))
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for (uint8 i = AV_CPLACE_H_MARSHAL_ICE; i <= AV_CPLACE_H_MARSHAL_WTOWER; ++i)
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{
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if (marshall->IsAIEnabled && !marshall->GetVictim())
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if (Creature* marshall = bg->GetBGCreature(i))
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{
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marshall->AI()->AttackStart(victim);
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if (marshall->IsAIEnabled && !marshall->GetVictim())
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{
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marshall->AI()->AttackStart(victim);
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}
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}
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}
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}
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@@ -103,18 +110,23 @@ public:
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{
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ScriptedAI::EnterEvadeMode(why);
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// Evade mini bosses
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if (BattlegroundMap* bgMap = me->GetMap()->ToBattlegroundMap())
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if (Attacked)
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{
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if (Battleground* bg = bgMap->GetBG())
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Attacked = false;
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// Evade mini bosses
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if (BattlegroundMap* bgMap = me->GetMap()->ToBattlegroundMap())
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{
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for (uint8 i = AV_CPLACE_H_MARSHAL_ICE; i <= AV_CPLACE_H_MARSHAL_WTOWER; ++i)
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if (Battleground* bg = bgMap->GetBG())
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{
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if (Creature* marshall = bg->GetBGCreature(i))
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for (uint8 i = AV_CPLACE_H_MARSHAL_ICE; i <= AV_CPLACE_H_MARSHAL_WTOWER; ++i)
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{
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if (marshall->IsAIEnabled && !marshall->IsInEvadeMode())
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if (Creature* marshall = bg->GetBGCreature(i))
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{
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marshall->AI()->EnterEvadeMode();
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if (marshall->IsAIEnabled && !marshall->IsInEvadeMode())
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{
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marshall->AI()->EnterEvadeMode();
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}
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}
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}
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}
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@@ -50,14 +50,16 @@ public:
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uint32 StormboltTimer;
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uint32 ResetTimer;
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uint32 YellTimer;
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bool Attacked;
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void Reset() override
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{
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AvatarTimer = 3 * IN_MILLISECONDS;
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ThunderclapTimer = 4 * IN_MILLISECONDS;
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StormboltTimer = 6 * IN_MILLISECONDS;
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ResetTimer = 5 * IN_MILLISECONDS;
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AvatarTimer = 3 * IN_MILLISECONDS;
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ThunderclapTimer = 4 * IN_MILLISECONDS;
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StormboltTimer = 6 * IN_MILLISECONDS;
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ResetTimer = 5 * IN_MILLISECONDS;
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YellTimer = urand(20 * IN_MILLISECONDS, 30 * IN_MILLISECONDS);
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Attacked = false;
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}
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void EnterCombat(Unit* /*who*/) override
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@@ -69,18 +71,23 @@ public:
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{
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ScriptedAI::AttackStart(victim);
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// Mini bosses should attack as well
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if (BattlegroundMap* bgMap = me->GetMap()->ToBattlegroundMap())
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if (!Attacked)
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{
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if (Battleground* bg = bgMap->GetBG())
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Attacked = true;
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// Mini bosses should attack as well
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if (BattlegroundMap* bgMap = me->GetMap()->ToBattlegroundMap())
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{
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for (uint8 i = AV_CPLACE_A_MARSHAL_SOUTH; i <= AV_CPLACE_A_MARSHAL_STONE; ++i)
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if (Battleground* bg = bgMap->GetBG())
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{
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if (Creature* marshall = bg->GetBGCreature(i))
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for (uint8 i = AV_CPLACE_A_MARSHAL_SOUTH; i <= AV_CPLACE_A_MARSHAL_STONE; ++i)
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{
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if (marshall->IsAIEnabled && !marshall->GetVictim())
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if (Creature* marshall = bg->GetBGCreature(i))
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{
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marshall->AI()->AttackStart(victim);
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if (marshall->IsAIEnabled && !marshall->GetVictim())
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{
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marshall->AI()->AttackStart(victim);
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}
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}
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}
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}
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@@ -92,18 +99,23 @@ public:
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{
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ScriptedAI::EnterEvadeMode(why);
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// Evade mini bosses
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if (BattlegroundMap* bgMap = me->GetMap()->ToBattlegroundMap())
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if (Attacked)
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{
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if (Battleground* bg = bgMap->GetBG())
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Attacked = false;
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// Evade mini bosses
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if (BattlegroundMap* bgMap = me->GetMap()->ToBattlegroundMap())
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{
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for (uint8 i = AV_CPLACE_A_MARSHAL_SOUTH; i <= AV_CPLACE_A_MARSHAL_STONE; ++i)
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if (Battleground* bg = bgMap->GetBG())
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{
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if (Creature* marshall = bg->GetBGCreature(i))
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for (uint8 i = AV_CPLACE_A_MARSHAL_SOUTH; i <= AV_CPLACE_A_MARSHAL_STONE; ++i)
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{
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if (marshall->IsAIEnabled && !marshall->IsInEvadeMode())
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if (Creature* marshall = bg->GetBGCreature(i))
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{
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marshall->AI()->EnterEvadeMode();
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if (marshall->IsAIEnabled && !marshall->IsInEvadeMode())
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{
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marshall->AI()->EnterEvadeMode();
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}
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}
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}
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}
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Block a user