boss_mandokir.cpp
Boss will no longer despawn after he has done his lap and should return to the correct position when Speaker is dead (at the bottom of the stairs)
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1 changed files with 3 additions and 4 deletions
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@ -104,14 +104,14 @@ class boss_mandokir : public CreatureScript
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{
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if (me->GetPositionZ() > 140.0f)
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{
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_Reset();
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killCount = 0;
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me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC|UNIT_FLAG_IMMUNE_TO_NPC);
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events.ScheduleEvent(EVENT_CHECK_START, 1000);
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if (Creature* speaker = ObjectAccessor::GetCreature(*me, instance->GetData64(NPC_VILEBRANCH_SPEAKER)))
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if (!speaker->IsAlive())
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speaker->Respawn(true);
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}
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me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC|UNIT_FLAG_IMMUNE_TO_NPC);
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summons.DespawnAll();
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me->Mount(MODEL_OHGAN_MOUNT);
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}
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@ -174,7 +174,7 @@ class boss_mandokir : public CreatureScript
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{
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me->SetHomePosition(PosMandokir[0]);
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instance->SetBossState(DATA_MANDOKIR, NOT_STARTED);
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me->DespawnOrUnsummon(6000); // No idea how to respawn on wipe.
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}
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}
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}
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@ -202,7 +202,6 @@ class boss_mandokir : public CreatureScript
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break;
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case EVENT_STARTED:
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me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC|UNIT_FLAG_IMMUNE_TO_NPC);
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me->GetMotionMaster()->MovePath(PATH_MANDOKIR, false);
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break;
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default:
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break;
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