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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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@@ -716,7 +716,7 @@ enum SMART_ACTION
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SMART_ACTION_DO_ACTION = 223, // ActionId
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SMART_ACTION_ATTACK_STOP = 224, //
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SMART_ACTION_SET_GUID = 225, // Sends the invoker's or the base object's own ObjectGuid to target
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SMART_ACTION_DISABLE = 226, // state
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SMART_ACTION_SCRIPTED_SPAWN = 226, // state, spawnTimerMin, spawnTimerMax, respawnDelay, corpseDelay, dontDespawn
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SMART_ACTION_SET_SCALE = 227, // scale
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SMART_ACTION_SUMMON_RADIAL = 228, // summonEntry, summonDuration, repetitions, startAngle, stepAngle, dist
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SMART_ACTION_PLAY_SPELL_VISUAL = 229, // visualId, visualIdImpact
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@@ -1411,7 +1411,12 @@ struct SmartAction
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struct
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{
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SAIBool state;
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} disable;
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uint32 spawnTimerMin;
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uint32 spawnTimerMax;
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uint32 respawnDelay;
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uint32 corpseDelay;
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SAIBool dontDespawn;
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} scriptSpawn;
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struct
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{
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