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Core/Scripts: dynamic_spawning follow-up, I had forgotten JustRespawned existed.
- Rename JustRespawned to JustAppeared, which better matches its behavior anyway. - Properly invoke JustAppeared for new (re-)spawns - fixes #20111. - Fix Thaddius script to work with dynamic_spawning (mostly unrelated to the above) - Feugen/Stalagg should really be a summon group, but I don't have time to fix that right now. - Fix default value for DynamicEscortNPC to match worldserver.conf.dist.
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@@ -150,7 +150,7 @@ void npc_escortAI::JustDied(Unit* /*killer*/)
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}
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}
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void npc_escortAI::JustRespawned()
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void npc_escortAI::JustAppeared()
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{
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m_uiEscortState = STATE_ESCORT_NONE;
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@@ -65,7 +65,7 @@ struct TC_GAME_API npc_escortAI : public ScriptedAI
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void JustDied(Unit*) override;
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void JustRespawned() override;
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void JustAppeared() override;
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void ReturnToLastPoint();
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@@ -145,7 +145,7 @@ void FollowerAI::JustDied(Unit* /*killer*/)
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}
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}
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void FollowerAI::JustRespawned()
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void FollowerAI::JustAppeared()
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{
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m_uiFollowState = STATE_FOLLOW_NONE;
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@@ -53,7 +53,7 @@ class TC_GAME_API FollowerAI : public ScriptedAI
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void JustDied(Unit*) override;
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void JustRespawned() override;
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void JustAppeared() override;
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void UpdateAI(uint32) override; //the "internal" update, calls UpdateFollowerAI()
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virtual void UpdateFollowerAI(uint32); //used when it's needed to add code in update (abilities, scripted events, etc)
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