* feat(Core/Scripts): move all script objects to separated files
* Apply 5bfeabde81
* try gcc build
* again
490 lines
15 KiB
C++
490 lines
15 KiB
C++
/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU Affero General Public License as published by the
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* Free Software Foundation; either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* ScriptData
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SDName: Silverpine_Forest
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SD%Complete: 100
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SDComment: Quest support: 435, 452
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SDCategory: Silverpine Forest
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EndScriptData */
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/* ContentData
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npc_deathstalker_erland
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pyrewood_ambush
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EndContentData */
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#include "CreatureScript.h"
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#include "PassiveAI.h"
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#include "Player.h"
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#include "ScriptedCreature.h"
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#include "ScriptedEscortAI.h"
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/*######
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## npc_deathstalker_erland
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######*/
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enum Erland
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{
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SAY_QUESTACCEPT = 0,
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SAY_START = 1,
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SAY_AGGRO = 2,
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SAY_PROGRESS = 3,
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SAY_LAST = 4,
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SAY_RANE = 0,
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SAY_RANE_ANSWER = 5,
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SAY_MOVE_QUINN = 6,
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SAY_QUINN = 7,
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SAY_QUINN_ANSWER = 0,
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SAY_BYE = 8,
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QUEST_ESCORTING = 435,
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NPC_RANE = 1950,
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NPC_QUINN = 1951
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};
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class npc_deathstalker_erland : public CreatureScript
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{
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public:
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npc_deathstalker_erland() : CreatureScript("npc_deathstalker_erland") { }
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struct npc_deathstalker_erlandAI : public npc_escortAI
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{
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npc_deathstalker_erlandAI(Creature* creature) : npc_escortAI(creature) { }
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void WaypointReached(uint32 waypointId) override
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{
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Player* player = GetPlayerForEscort();
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if (!player)
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return;
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switch (waypointId)
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{
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case 1:
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Talk(SAY_START, player);
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break;
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case 10:
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Talk(SAY_PROGRESS);
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break;
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case 13:
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Talk(SAY_LAST, player);
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player->GroupEventHappens(QUEST_ESCORTING, me);
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break;
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case 15:
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if (Creature* rane = me->FindNearestCreature(NPC_RANE, 20.0f))
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rane->AI()->Talk(SAY_RANE);
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break;
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case 16:
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Talk(SAY_RANE_ANSWER);
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break;
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case 17:
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Talk(SAY_MOVE_QUINN);
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break;
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case 24:
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Talk(SAY_QUINN);
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break;
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case 25:
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if (Creature* quinn = me->FindNearestCreature(NPC_QUINN, 20.0f))
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quinn->AI()->Talk(SAY_QUINN_ANSWER);
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break;
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case 26:
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Talk(SAY_BYE);
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break;
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}
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}
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void Reset() override { }
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void JustEngagedWith(Unit* who) override
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{
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Talk(SAY_AGGRO, who);
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}
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};
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bool OnQuestAccept(Player* player, Creature* creature, Quest const* quest) override
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{
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if (quest->GetQuestId() == QUEST_ESCORTING)
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{
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creature->AI()->Talk(SAY_QUESTACCEPT, player);
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if (npc_escortAI* pEscortAI = CAST_AI(npc_deathstalker_erland::npc_deathstalker_erlandAI, creature->AI()))
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pEscortAI->Start(true, false, player->GetGUID());
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}
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return true;
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}
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CreatureAI* GetAI(Creature* creature) const override
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{
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return new npc_deathstalker_erlandAI(creature);
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}
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};
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/*######
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## pyrewood_ambush
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#######*/
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enum PyrewoodAmbush
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{
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QUEST_PYREWOOD_AMBUSH = 452,
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NPCSAY_INIT = 0,
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NPCSAY_END = 1
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};
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static float PyrewoodSpawnPoints[3][4] =
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{
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//pos_x pos_y pos_z orien
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//outside
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/*
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{-400.85f, 1513.64f, 18.67f, 0},
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{-397.32f, 1514.12f, 18.67f, 0},
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{-397.44f, 1511.09f, 18.67f, 0},
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*/
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//door
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{-397.018219f, 1510.208740f, 18.868748f, 4.731330f},
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{-397.018219f, 1510.208740f, 18.868748f, 4.731330f},
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{-397.018219f, 1510.208740f, 18.868748f, 4.731330f},
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};
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#define WAIT_SECS 6000
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class pyrewood_ambush : public CreatureScript
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{
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public:
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pyrewood_ambush() : CreatureScript("pyrewood_ambush") { }
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bool OnQuestAccept(Player* player, Creature* creature, const Quest* quest) override
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{
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if (quest->GetQuestId() == QUEST_PYREWOOD_AMBUSH && !CAST_AI(pyrewood_ambush::pyrewood_ambushAI, creature->AI())->QuestInProgress)
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{
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CAST_AI(pyrewood_ambush::pyrewood_ambushAI, creature->AI())->QuestInProgress = true;
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CAST_AI(pyrewood_ambush::pyrewood_ambushAI, creature->AI())->Phase = 0;
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CAST_AI(pyrewood_ambush::pyrewood_ambushAI, creature->AI())->KillCount = 0;
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CAST_AI(pyrewood_ambush::pyrewood_ambushAI, creature->AI())->PlayerGUID = player->GetGUID();
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}
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return true;
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}
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CreatureAI* GetAI(Creature* creature) const override
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{
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return new pyrewood_ambushAI(creature);
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}
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struct pyrewood_ambushAI : public ScriptedAI
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{
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pyrewood_ambushAI(Creature* creature) : ScriptedAI(creature), Summons(me)
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{
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QuestInProgress = false;
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}
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uint32 Phase;
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int8 KillCount;
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uint32 WaitTimer;
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ObjectGuid PlayerGUID;
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SummonList Summons;
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bool QuestInProgress;
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void Reset() override
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{
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WaitTimer = WAIT_SECS;
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if (!QuestInProgress) //fix reset values (see UpdateVictim)
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{
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Phase = 0;
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KillCount = 0;
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PlayerGUID.Clear();
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Summons.DespawnAll();
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}
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}
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void JustEngagedWith(Unit* /*who*/) override { }
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void JustSummoned(Creature* summoned) override
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{
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Summons.Summon(summoned);
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++KillCount;
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}
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void SummonedCreatureDespawn(Creature* summoned) override
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{
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Summons.Despawn(summoned);
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--KillCount;
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}
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void SummonCreatureWithRandomTarget(uint32 creatureId, int position)
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{
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if (Creature* summoned = me->SummonCreature(creatureId, PyrewoodSpawnPoints[position][0], PyrewoodSpawnPoints[position][1], PyrewoodSpawnPoints[position][2], PyrewoodSpawnPoints[position][3], TEMPSUMMON_CORPSE_TIMED_DESPAWN, 15000))
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{
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Unit* target = nullptr;
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if (PlayerGUID)
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if (Player* player = ObjectAccessor::GetPlayer(*me, PlayerGUID))
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if (player->IsAlive() && RAND(0, 1))
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target = player;
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if (!target)
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target = me;
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summoned->SetFaction(FACTION_STORMWIND);
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summoned->AddThreat(target, 32.0f);
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summoned->AI()->AttackStart(target);
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}
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}
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void JustDied(Unit* /*killer*/) override
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{
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if (PlayerGUID)
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if (Player* player = ObjectAccessor::GetPlayer(*me, PlayerGUID))
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if (player->GetQuestStatus(QUEST_PYREWOOD_AMBUSH) == QUEST_STATUS_INCOMPLETE)
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player->FailQuest(QUEST_PYREWOOD_AMBUSH);
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}
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void UpdateAI(uint32 diff) override
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{
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//LOG_INFO("scripts", "DEBUG: p({}) k({}) d({}) W({})", Phase, KillCount, diff, WaitTimer);
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if (!QuestInProgress)
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return;
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if (KillCount && Phase < 6)
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{
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if (!UpdateVictim()) //reset() on target Despawn...
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return;
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DoMeleeAttackIfReady();
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return;
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}
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switch (Phase)
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{
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case 0:
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if (WaitTimer == WAIT_SECS)
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{
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if (PlayerGUID)
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{
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if (Player* player = ObjectAccessor::GetPlayer(*me, PlayerGUID))
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{
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me->AI()->Talk(NPCSAY_INIT, player);
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}
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}
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}
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if (WaitTimer <= diff)
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{
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WaitTimer -= diff;
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return;
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}
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break;
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case 1:
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SummonCreatureWithRandomTarget(2060, 1);
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break;
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case 2:
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SummonCreatureWithRandomTarget(2061, 2);
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SummonCreatureWithRandomTarget(2062, 0);
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break;
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case 3:
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SummonCreatureWithRandomTarget(2063, 1);
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SummonCreatureWithRandomTarget(2064, 2);
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SummonCreatureWithRandomTarget(2065, 0);
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break;
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case 4:
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SummonCreatureWithRandomTarget(2066, 1);
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SummonCreatureWithRandomTarget(2066, 1);
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SummonCreatureWithRandomTarget(2067, 0);
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SummonCreatureWithRandomTarget(2068, 2);
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break;
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case 5: //end
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if (PlayerGUID)
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{
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if (Player* player = ObjectAccessor::GetPlayer(*me, PlayerGUID))
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{
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me->AI()->Talk(NPCSAY_END, player);
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player->GroupEventHappens(QUEST_PYREWOOD_AMBUSH, me);
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}
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}
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QuestInProgress = false;
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Reset();
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break;
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}
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++Phase; //prepare next phase
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}
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};
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};
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/**
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*
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* @todo: Actual emote and BroadcastTextId need to be sniffed. Probably the entire event to begin with....
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* There is a possibility that the unused texts are chosen by random for specific parts of the speech. (making it look like they are preset, when in fact, they are not)
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*
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*/
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enum ApparitionMisc
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{
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// Crowd
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NPC_GNOLL_RUNNER = 1772,
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NPC_GNOLL_MYSTIC = 1773,
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EMOTE_CHEER = 71,
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EMOTE_GNOLL_CHEER = 1,
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// Apparition
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SAY_APPA_INTRO = 0,
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SAY_APPA_OUTRO = 14,
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// Variation 1
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SAY_APPA_OPTION_1_1 = 1,
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SAY_APPA_OPTION_1_2 = 5,
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SAY_APPA_OPTION_1_3 = 10,
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SAY_APPA_OPTION_1_4 = 13,
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// Variation 2
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SAY_APPA_OPTION_2_1 = 2,
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SAY_APPA_OPTION_2_2 = 5,
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SAY_APPA_OPTION_2_3 = 9,
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SAY_APPA_OPTION_2_4 = 12,
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};
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enum ApparitionEvents
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{
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EVENT_APPA_INTRO = 1,
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EVENT_APPA_SAY_1 = 2,
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EVENT_APPA_SAY_2 = 3,
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EVENT_APPA_SAY_3 = 4,
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EVENT_APPA_SAY_4 = 5,
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EVENT_APPA_OUTRO = 6,
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EVENT_APPA_OUTRO_CROWD = 7,
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EVENT_APPA_OUTRO_END = 8,
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};
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class npc_ravenclaw_apparition : public CreatureScript
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{
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public:
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npc_ravenclaw_apparition() : CreatureScript("npc_ravenclaw_apparition") { }
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CreatureAI* GetAI(Creature* creature) const override
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{
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return new npc_ravenclaw_apparitionAI(creature);
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}
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struct npc_ravenclaw_apparitionAI : public NullCreatureAI
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{
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npc_ravenclaw_apparitionAI(Creature* creature) : NullCreatureAI(creature), summons(me)
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{
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HasEnded = false;
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TalkRNG = urand(0,1);
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events.ScheduleEvent(EVENT_APPA_INTRO, 2000);
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summons.DespawnAll();
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}
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EventMap events;
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SummonList summons;
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bool HasEnded;
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bool TalkRNG;
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void SummonCrowd()
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{
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for (uint8 i = 0; i < urand(3, 5); ++i)
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{
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float o = i * 10;
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me->SummonCreature(urand(NPC_GNOLL_RUNNER,NPC_GNOLL_MYSTIC), me->GetPositionX() + urand(3,5) * cos(o) , me->GetPositionY() + urand(3,5) * sin(o), me->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 35000);
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}
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}
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void EmoteCrowd()
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{
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for (SummonList::const_iterator itr = summons.begin(); itr != summons.end(); ++itr)
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{
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if (Creature* c = ObjectAccessor::GetCreature(*me, *itr))
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{
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if (urand(0,1))
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{
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c->HandleEmoteCommand(EMOTE_CHEER);
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c->AI()->Talk(EMOTE_GNOLL_CHEER);
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}
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}
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}
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}
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void JustSummoned(Creature* summon) override
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{
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summons.Summon(summon);
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summon->SetUnitFlag(UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC | UNIT_FLAG_PACIFIED);
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summon->SetFacingToObject(me);
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}
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// Should never die, just in case.
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void JustDied(Unit* /*killer*/) override
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{
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summons.DespawnAll();
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events.Reset();
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}
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void UpdateAI(uint32 diff) override
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{
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if (HasEnded || !me->IsVisible())
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return;
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events.Update(diff);
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switch (events.ExecuteEvent())
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{
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case EVENT_APPA_INTRO:
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Talk(SAY_APPA_INTRO);
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SummonCrowd();
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events.ScheduleEvent(EVENT_APPA_SAY_1, 3000);
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break;
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case EVENT_APPA_SAY_1:
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Talk(TalkRNG ? SAY_APPA_OPTION_1_1 : SAY_APPA_OPTION_2_1);
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events.ScheduleEvent(EVENT_APPA_SAY_2, 5000);
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break;
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case EVENT_APPA_SAY_2:
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Talk(TalkRNG ? SAY_APPA_OPTION_1_2 : SAY_APPA_OPTION_2_2);
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events.ScheduleEvent(EVENT_APPA_SAY_3, 5000);
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break;
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case EVENT_APPA_SAY_3:
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Talk(TalkRNG ? SAY_APPA_OPTION_1_3 : SAY_APPA_OPTION_2_3);
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events.ScheduleEvent(EVENT_APPA_SAY_4, 5000);
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break;
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case EVENT_APPA_SAY_4:
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Talk(TalkRNG ? SAY_APPA_OPTION_1_4 : SAY_APPA_OPTION_2_4);
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events.ScheduleEvent(EVENT_APPA_OUTRO, 5000);
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break;
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case EVENT_APPA_OUTRO:
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Talk(SAY_APPA_OUTRO);
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events.ScheduleEvent(EVENT_APPA_OUTRO_CROWD, 3000);
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break;
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case EVENT_APPA_OUTRO_CROWD:
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EmoteCrowd();
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events.ScheduleEvent(EVENT_APPA_OUTRO_END, 5000);
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break;
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case EVENT_APPA_OUTRO_END: // Despawn for Apparition is handled via Areatrigger SAI (5m)
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summons.DespawnAll();
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me->SetVisible(false);
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HasEnded = true;
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events.Reset();
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break;
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}
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}
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};
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};
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void AddSC_silverpine_forest()
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{
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new npc_deathstalker_erland();
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new pyrewood_ambush();
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new npc_ravenclaw_apparition();
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}
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