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*Add function SummonTrigger and allow to override its AI.
*Remove some trigger scripts. Use default trigger AI and db data instead. *Small fix on eagle boss' electrical storm. --HG-- branch : trunk
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@@ -220,10 +220,10 @@ void ScriptedAI::DoStopAttack()
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void ScriptedAI::DoCast(Unit* victim, uint32 spellId, bool triggered)
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{
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if (!victim || m_creature->IsNonMeleeSpellCasted(false))
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if (!victim || m_creature->hasUnitState(UNIT_STAT_CASTING))
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return;
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m_creature->StopMoving();
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//m_creature->StopMoving();
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m_creature->CastSpell(victim, spellId, triggered);
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}
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@@ -183,13 +183,13 @@ struct TRINITY_DLL_DECL Scripted_NoMovementAI : public ScriptedAI
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void AttackStart(Unit *);
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};
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struct TRINITY_DLL_DECL NullCreatureAI : public CreatureAI
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struct TRINITY_DLL_DECL NullCreatureAI : public ScriptedAI
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{
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NullCreatureAI(Creature* c) : m_creature(c) {}
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NullCreatureAI(Creature* c) : ScriptedAI(c) {}
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~NullCreatureAI() {}
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Creature *m_creature;
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void Reset() {}
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void Aggro(Unit*) {}
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void MoveInLineOfSight(Unit *) {}
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void AttackStart(Unit *) {}
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void EnterEvadeMode() {}
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