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feat(Core/SmartScripts): Implement Scripted Spawn System (#19499)
* prespawn2 * pfta * Update rev_1717715555182000500.sql * Update rev_1717715555182000500.sql * Update rev_1717715555182000500.sql * Update rev_1717715555182000500.sql * Update rev_1717715555182000500.sql * Update rev_1717715555182000500.sql
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@@ -70,6 +70,8 @@ SmartAI::SmartAI(Creature* c) : CreatureAI(c)
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mJustReset = false;
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mcanSpawn = true;
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// Xinef: Vehicle conditions
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m_ConditionsTimer = 0;
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if (me->GetVehicleKit())
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@@ -1166,6 +1168,7 @@ void SmartAI::OnSpellClick(Unit* clicker, bool& /*result*/)
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void SmartAI::PathEndReached(uint32 /*pathId*/)
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{
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GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_DATA_ENDED, nullptr, 0, me->GetWaypointPath());
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me->LoadPath(0);
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}
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void SmartGameObjectAI::SummonedCreatureDies(Creature* summon, Unit* /*killer*/)
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