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fix(Scripts/Quest): Correct respawn logic for Isla Starmane and Rin'ji (#17874)
* Create rev_1694739263824086500.sql * init * 2
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@@ -77,7 +77,7 @@ public:
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{
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_IsByOutrunner = false;
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spawnId = 0;
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me->SetUnitFlag(UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE);
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me->SetImmuneToAll(true);
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}
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void Reset() override
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@@ -90,6 +90,7 @@ public:
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{
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_IsByOutrunner = false;
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spawnId = 0;
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me->SetImmuneToAll(true);
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npc_escortAI::JustRespawned();
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}
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@@ -136,7 +137,7 @@ public:
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void sQuestAccept(Player* player, Quest const* quest) override
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{
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me->RemoveUnitFlag(UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE);
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me->SetImmuneToAll(false);
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if (quest->GetQuestId() == QUEST_RINJI_TRAPPED)
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{
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if (GameObject* go = me->FindNearestGameObject(GO_RINJI_CAGE, INTERACTION_DISTANCE))
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@@ -472,7 +472,7 @@ public:
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{
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case 0:
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if (GameObject* Cage = me->FindNearestGameObject(GO_CAGE, 10))
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Cage->SetGoState(GO_STATE_ACTIVE);
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Cage->UseDoorOrButton();
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break;
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case 2:
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Talk(SAY_PROGRESS_1, player);
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@@ -501,9 +501,10 @@ public:
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}
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}
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void Reset() override
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void JustRespawned() override
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{
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me->RestoreFaction();
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me->SetImmuneToAll(true);
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npc_escortAI::JustRespawned();
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}
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void JustDied(Unit* /*killer*/) override
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