mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-16 18:40:28 +00:00
feat(Scripts): Implement generic script loader and registry macros (#8976)
* cherry-pick commit (fb87ac8e8d) * cherry-pick commit (7d4fbf706a (diff-ea1c86c26019127a4e99686cd9029f9ec3e8193f2761b262c2475668edc06764)) * cherry-pick commit (75a6a7a0ad (diff-ea1c86c26019127a4e99686cd9029f9ec3e8193f2761b262c2475668edc06764)) Co-Authored-By: Treeston <14020072+Treeston@users.noreply.github.com> Co-Authored-By: Shauren <shauren.trinity@gmail.com> Co-authored-by: Treeston <14020072+Treeston@users.noreply.github.com> Co-authored-by: Shauren <shauren.trinity@gmail.com>
This commit is contained in:
@@ -96,222 +96,212 @@ private:
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Creature const* _source;
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};
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class boss_lord_marrowgar : public CreatureScript
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struct boss_lord_marrowgar : public BossAI
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{
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public:
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boss_lord_marrowgar() : CreatureScript("boss_lord_marrowgar") { }
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struct boss_lord_marrowgarAI : public BossAI
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boss_lord_marrowgar(Creature* creature) : BossAI(creature, DATA_LORD_MARROWGAR)
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{
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boss_lord_marrowgarAI(Creature* creature) : BossAI(creature, DATA_LORD_MARROWGAR)
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_introDone = false;
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_boneSlice = false;
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}
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bool _introDone;
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bool _boneSlice;
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ObjectGuid _lastBoneSliceTargets[3];
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void Reset() override
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{
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me->SetReactState(REACT_AGGRESSIVE);
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_Reset();
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events.ScheduleEvent(EVENT_ENABLE_BONE_SLICE, 10000);
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events.ScheduleEvent(EVENT_SPELL_BONE_SPIKE_GRAVEYARD, urand(10000, 15000));
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events.ScheduleEvent(EVENT_SPELL_COLDFLAME, 5000);
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events.ScheduleEvent(EVENT_WARN_BONE_STORM, urand(45000, 50000));
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events.ScheduleEvent(EVENT_ENRAGE, 600000);
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_boneSlice = false;
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for (uint8 i = 0; i < 3; ++i)
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_lastBoneSliceTargets[i].Clear();
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instance->SetData(DATA_BONED_ACHIEVEMENT, uint32(true));
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}
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void EnterCombat(Unit* /*who*/) override
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{
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Talk(SAY_AGGRO);
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me->setActive(true);
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DoZoneInCombat();
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instance->SetBossState(DATA_LORD_MARROWGAR, IN_PROGRESS);
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}
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void SpellHitTarget(Unit* target, const SpellInfo* spell) override
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{
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if (target && (spell->Id == 69055 || spell->Id == 70814)) // Bone Slice (Saber Lash)
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for (uint8 i = 0; i < 3; ++i)
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if (!_lastBoneSliceTargets[i])
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{
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_lastBoneSliceTargets[i] = target->GetGUID();
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break;
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}
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}
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ObjectGuid GetGUID(int32 id) const override
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{
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if (id >= 0 && id <= 2)
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return _lastBoneSliceTargets[id];
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return ObjectGuid::Empty;
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}
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void UpdateAI(uint32 diff) override
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{
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if (!UpdateVictim() || !CheckInRoom())
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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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switch (events.ExecuteEvent())
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{
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_introDone = false;
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_boneSlice = false;
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case 0:
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break;
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case EVENT_ENABLE_BONE_SLICE:
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_boneSlice = true;
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break;
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case EVENT_SPELL_BONE_SPIKE_GRAVEYARD:
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{
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bool a = me->HasAura(SPELL_BONE_STORM);
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if (IsHeroic() || !a)
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me->CastSpell(me, SPELL_BONE_SPIKE_GRAVEYARD, a);
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events.RepeatEvent(urand(15000, 20000));
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}
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break;
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case EVENT_SPELL_COLDFLAME:
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if (!me->HasAura(SPELL_BONE_STORM))
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me->CastSpell((Unit*)nullptr, SPELL_COLDFLAME_NORMAL, false);
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events.RepeatEvent(5000);
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break;
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case EVENT_SPELL_COLDFLAME_BONE_STORM:
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me->CastSpell(me, SPELL_COLDFLAME_BONE_STORM, false);
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break;
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case EVENT_WARN_BONE_STORM:
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_boneSlice = false;
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Talk(EMOTE_BONE_STORM);
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Talk(SAY_BONE_STORM);
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me->FinishSpell(CURRENT_MELEE_SPELL, false);
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me->CastSpell(me, SPELL_BONE_STORM, false);
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me->SetReactState(REACT_PASSIVE); // to prevent chasing another target on UpdateVictim()
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me->GetMotionMaster()->MoveIdle();
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me->GetMotionMaster()->MovementExpired();
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events.RepeatEvent(urand(90000, 95000));
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events.ScheduleEvent(EVENT_BEGIN_BONE_STORM, 3050);
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break;
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case EVENT_BEGIN_BONE_STORM:
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{
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uint32 _boneStormDuration = RAID_MODE<uint32>(20000, 30000, 20000, 30000);
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if (Aura* pStorm = me->GetAura(SPELL_BONE_STORM))
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pStorm->SetDuration(int32(_boneStormDuration));
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events.ScheduleEvent(EVENT_BONE_STORM_MOVE, 0);
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events.ScheduleEvent(EVENT_END_BONE_STORM, _boneStormDuration + 1);
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}
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break;
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case EVENT_BONE_STORM_MOVE:
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{
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if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == POINT_MOTION_TYPE)
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{
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events.RepeatEvent(1);
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break;
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}
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events.RepeatEvent(5000);
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Unit* unit = SelectTarget(SELECT_TARGET_RANDOM, 0, BoneStormMoveTargetSelector(me));
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if (!unit)
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{
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if ((unit = SelectTarget(SELECT_TARGET_TOPAGGRO, 0, 175.0f, true)))
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if (unit->GetPositionX() > -337.0f)
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{
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EnterEvadeMode();
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return;
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}
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}
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if (unit)
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me->GetMotionMaster()->MoveCharge(unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZ(), 25.0f, 1337);
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break;
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}
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break;
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case EVENT_END_BONE_STORM:
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me->StopMoving();
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me->GetMotionMaster()->MovementExpired();
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me->SetReactState(REACT_AGGRESSIVE);
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DoStartMovement(me->GetVictim());
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events.CancelEvent(EVENT_BONE_STORM_MOVE);
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events.ScheduleEvent(EVENT_ENABLE_BONE_SLICE, 10000);
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if (!IsHeroic())
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events.RescheduleEvent(EVENT_SPELL_BONE_SPIKE_GRAVEYARD, urand(15000, 20000));
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break;
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case EVENT_ENRAGE:
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me->CastSpell(me, SPELL_BERSERK, true);
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Talk(SAY_BERSERK);
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break;
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}
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bool _introDone;
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bool _boneSlice;
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ObjectGuid _lastBoneSliceTargets[3];
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if (me->HasAura(SPELL_BONE_STORM))
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return;
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void Reset() override
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if (_boneSlice && !me->GetCurrentSpell(CURRENT_MELEE_SPELL))
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DoCastVictim(SPELL_BONE_SLICE);
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if (_boneSlice && me->isAttackReady() && me->GetVictim() && !me->HasUnitState(UNIT_STATE_CASTING) && me->IsWithinMeleeRange(me->GetVictim()))
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{
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me->SetReactState(REACT_AGGRESSIVE);
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_Reset();
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events.ScheduleEvent(EVENT_ENABLE_BONE_SLICE, 10000);
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events.ScheduleEvent(EVENT_SPELL_BONE_SPIKE_GRAVEYARD, urand(10000, 15000));
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events.ScheduleEvent(EVENT_SPELL_COLDFLAME, 5000);
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events.ScheduleEvent(EVENT_WARN_BONE_STORM, urand(45000, 50000));
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events.ScheduleEvent(EVENT_ENRAGE, 600000);
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_boneSlice = false;
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for (uint8 i = 0; i < 3; ++i)
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_lastBoneSliceTargets[i].Clear();
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instance->SetData(DATA_BONED_ACHIEVEMENT, uint32(true));
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}
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void EnterCombat(Unit* /*who*/) override
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{
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Talk(SAY_AGGRO);
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me->setActive(true);
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DoZoneInCombat();
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instance->SetBossState(DATA_LORD_MARROWGAR, IN_PROGRESS);
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}
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DoMeleeAttackIfReady();
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}
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void SpellHitTarget(Unit* target, const SpellInfo* spell) override
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{
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if (target && (spell->Id == 69055 || spell->Id == 70814)) // Bone Slice (Saber Lash)
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for (uint8 i = 0; i < 3; ++i)
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if (!_lastBoneSliceTargets[i])
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{
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_lastBoneSliceTargets[i] = target->GetGUID();
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break;
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}
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}
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ObjectGuid GetGUID(int32 id) const override
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{
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if (id >= 0 && id <= 2)
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return _lastBoneSliceTargets[id];
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return ObjectGuid::Empty;
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}
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void UpdateAI(uint32 diff) override
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{
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if (!UpdateVictim() || !CheckInRoom())
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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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switch (events.ExecuteEvent())
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{
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case 0:
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break;
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case EVENT_ENABLE_BONE_SLICE:
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_boneSlice = true;
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break;
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case EVENT_SPELL_BONE_SPIKE_GRAVEYARD:
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{
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bool a = me->HasAura(SPELL_BONE_STORM);
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if (IsHeroic() || !a)
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me->CastSpell(me, SPELL_BONE_SPIKE_GRAVEYARD, a);
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events.RepeatEvent(urand(15000, 20000));
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}
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break;
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case EVENT_SPELL_COLDFLAME:
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if (!me->HasAura(SPELL_BONE_STORM))
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me->CastSpell((Unit*)nullptr, SPELL_COLDFLAME_NORMAL, false);
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events.RepeatEvent(5000);
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break;
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case EVENT_SPELL_COLDFLAME_BONE_STORM:
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me->CastSpell(me, SPELL_COLDFLAME_BONE_STORM, false);
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break;
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case EVENT_WARN_BONE_STORM:
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_boneSlice = false;
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Talk(EMOTE_BONE_STORM);
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Talk(SAY_BONE_STORM);
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me->FinishSpell(CURRENT_MELEE_SPELL, false);
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me->CastSpell(me, SPELL_BONE_STORM, false);
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me->SetReactState(REACT_PASSIVE); // to prevent chasing another target on UpdateVictim()
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me->GetMotionMaster()->MoveIdle();
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me->GetMotionMaster()->MovementExpired();
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events.RepeatEvent(urand(90000, 95000));
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events.ScheduleEvent(EVENT_BEGIN_BONE_STORM, 3050);
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break;
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case EVENT_BEGIN_BONE_STORM:
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{
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uint32 _boneStormDuration = RAID_MODE<uint32>(20000, 30000, 20000, 30000);
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if (Aura* pStorm = me->GetAura(SPELL_BONE_STORM))
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pStorm->SetDuration(int32(_boneStormDuration));
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events.ScheduleEvent(EVENT_BONE_STORM_MOVE, 0);
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events.ScheduleEvent(EVENT_END_BONE_STORM, _boneStormDuration + 1);
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}
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break;
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case EVENT_BONE_STORM_MOVE:
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{
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if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == POINT_MOTION_TYPE)
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{
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events.RepeatEvent(1);
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break;
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}
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events.RepeatEvent(5000);
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Unit* unit = SelectTarget(SELECT_TARGET_RANDOM, 0, BoneStormMoveTargetSelector(me));
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if (!unit)
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{
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if ((unit = SelectTarget(SELECT_TARGET_TOPAGGRO, 0, 175.0f, true)))
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if (unit->GetPositionX() > -337.0f)
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{
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EnterEvadeMode();
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return;
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}
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}
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if (unit)
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me->GetMotionMaster()->MoveCharge(unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZ(), 25.0f, 1337);
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break;
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}
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break;
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case EVENT_END_BONE_STORM:
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me->StopMoving();
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me->GetMotionMaster()->MovementExpired();
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me->SetReactState(REACT_AGGRESSIVE);
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DoStartMovement(me->GetVictim());
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events.CancelEvent(EVENT_BONE_STORM_MOVE);
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events.ScheduleEvent(EVENT_ENABLE_BONE_SLICE, 10000);
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if (!IsHeroic())
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events.RescheduleEvent(EVENT_SPELL_BONE_SPIKE_GRAVEYARD, urand(15000, 20000));
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break;
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case EVENT_ENRAGE:
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me->CastSpell(me, SPELL_BERSERK, true);
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Talk(SAY_BERSERK);
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break;
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}
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if (me->HasAura(SPELL_BONE_STORM))
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return;
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if (_boneSlice && !me->GetCurrentSpell(CURRENT_MELEE_SPELL))
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DoCastVictim(SPELL_BONE_SLICE);
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if (_boneSlice && me->isAttackReady() && me->GetVictim() && !me->HasUnitState(UNIT_STATE_CASTING) && me->IsWithinMeleeRange(me->GetVictim()))
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{
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for (uint8 i = 0; i < 3; ++i)
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_lastBoneSliceTargets[i].Clear();
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}
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DoMeleeAttackIfReady();
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}
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void MovementInform(uint32 type, uint32 id) override
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{
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if (type != POINT_MOTION_TYPE || id != 1337)
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return;
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events.ScheduleEvent(EVENT_SPELL_COLDFLAME_BONE_STORM, 0);
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}
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void JustDied(Unit* /*killer*/) override
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{
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Talk(SAY_DEATH);
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_JustDied();
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}
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void JustReachedHome() override
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{
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_JustReachedHome();
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instance->SetBossState(DATA_LORD_MARROWGAR, FAIL);
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}
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void KilledUnit(Unit* victim) override
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{
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if (victim->GetTypeId() == TYPEID_PLAYER)
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Talk(SAY_KILL);
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}
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void MoveInLineOfSight(Unit* who) override
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{
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if (!_introDone && me->IsAlive() && who->GetTypeId() == TYPEID_PLAYER && me->GetExactDist2dSq(who) <= 10000.0f) // 100*100, moveinlineofsight limited to 60yd anyway
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{
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Talk(SAY_ENTER_ZONE);
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_introDone = true;
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}
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BossAI::MoveInLineOfSight(who);
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}
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bool CanAIAttack(Unit const* target) const override
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{
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return target->GetPositionX() < -337.0f; // main gate
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}
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};
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CreatureAI* GetAI(Creature* creature) const override
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void MovementInform(uint32 type, uint32 id) override
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{
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return GetIcecrownCitadelAI<boss_lord_marrowgarAI>(creature);
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if (type != POINT_MOTION_TYPE || id != 1337)
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return;
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events.ScheduleEvent(EVENT_SPELL_COLDFLAME_BONE_STORM, 0);
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}
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void JustDied(Unit* /*killer*/) override
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{
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Talk(SAY_DEATH);
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_JustDied();
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}
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void JustReachedHome() override
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{
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_JustReachedHome();
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instance->SetBossState(DATA_LORD_MARROWGAR, FAIL);
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}
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void KilledUnit(Unit* victim) override
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{
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if (victim->GetTypeId() == TYPEID_PLAYER)
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Talk(SAY_KILL);
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}
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void MoveInLineOfSight(Unit* who) override
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{
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if (!_introDone && me->IsAlive() && who->GetTypeId() == TYPEID_PLAYER && me->GetExactDist2dSq(who) <= 10000.0f) // 100*100, moveinlineofsight limited to 60yd anyway
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{
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Talk(SAY_ENTER_ZONE);
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_introDone = true;
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}
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BossAI::MoveInLineOfSight(who);
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}
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bool CanAIAttack(Unit const* target) const override
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{
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return target->GetPositionX() < -337.0f; // main gate
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}
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};
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@@ -704,7 +694,7 @@ public:
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void AddSC_boss_lord_marrowgar()
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{
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new boss_lord_marrowgar();
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RegisterIcecrownCitadelCreatureAI(boss_lord_marrowgar);
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new npc_coldflame();
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new npc_bone_spike();
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new spell_marrowgar_coldflame();
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@@ -626,4 +626,6 @@ inline AI* GetIcecrownCitadelAI(T* obj)
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return GetInstanceAI<AI>(obj, ICCScriptName);
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}
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#define RegisterIcecrownCitadelCreatureAI(ai_name) RegisterCreatureAIWithFactory(ai_name, GetIcecrownCitadelAI)
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#endif // ICECROWN_CITADEL_H_
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