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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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@@ -566,7 +566,7 @@ bool SmartAI::AssistPlayerInCombatAgainst(Unit* who)
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return false;
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}
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void SmartAI::JustRespawned()
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void SmartAI::JustAppeared()
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{
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mDespawnTime = 0;
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mDespawnState = 0;
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@@ -71,7 +71,7 @@ class TC_GAME_API SmartAI : public CreatureAI
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bool IsEscortInvokerInRange();
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// Called when creature is spawned or respawned
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void JustRespawned() override;
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void JustAppeared() override;
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// Called at reaching home after evade, InitializeAI(), EnterEvadeMode() for resetting variables
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void JustReachedHome() override;
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