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https://github.com/mod-playerbots/mod-playerbots.git
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RPG update travel flight status (#1445)
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@@ -221,10 +221,11 @@ public:
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creators["rpg trade useful"] = &TriggerContext::rpg_trade_useful;
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creators["rpg duel"] = &TriggerContext::rpg_duel;
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creators["go grind status"] = &TriggerContext::go_grind_status;
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creators["go innkeeper status"] = &TriggerContext::go_innkeeper_status;
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creators["near random status"] = &TriggerContext::near_random_status;
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creators["near npc status"] = &TriggerContext::near_npc_status;
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creators["go camp status"] = &TriggerContext::go_camp_status;
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creators["wander random status"] = &TriggerContext::wander_random_status;
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creators["wander npc status"] = &TriggerContext::wander_npc_status;
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creators["do quest status"] = &TriggerContext::do_quest_status;
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creators["travel flight status"] = &TriggerContext::travel_flight_status;
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creators["can self resurrect"] = &TriggerContext::can_self_resurrect;
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}
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@@ -418,10 +419,11 @@ private:
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static Trigger* rpg_trade_useful(PlayerbotAI* botAI) { return new RpgTradeUsefulTrigger(botAI); }
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static Trigger* rpg_duel(PlayerbotAI* botAI) { return new RpgDuelTrigger(botAI); }
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static Trigger* go_grind_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, RPG_GO_GRIND); }
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static Trigger* go_innkeeper_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, RPG_GO_INNKEEPER); }
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static Trigger* near_random_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, RPG_NEAR_RANDOM); }
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static Trigger* near_npc_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, RPG_NEAR_NPC); }
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static Trigger* go_camp_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, RPG_GO_CAMP); }
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static Trigger* wander_random_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, RPG_WANDER_RANDOM); }
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static Trigger* wander_npc_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, RPG_WANDER_NPC); }
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static Trigger* do_quest_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, RPG_DO_QUEST); }
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static Trigger* travel_flight_status(PlayerbotAI* botAI) { return new NewRpgStatusTrigger(botAI, RPG_TRAVEL_FLIGHT); }
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static Trigger* can_self_resurrect(PlayerbotAI* ai) { return new SelfResurrectTrigger(ai); }
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};
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