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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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@@ -1277,7 +1277,7 @@ void GameObject::Use(Unit* user)
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void GameObject::CastSpell(Unit* target, uint32 spell)
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{
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//summon world trigger
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Creature *trigger = SummonCreature(12999, GetPositionX(), GetPositionY(), GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 1);
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Creature *trigger = SummonTrigger(GetPositionX(), GetPositionY(), GetPositionZ(), 0, 1);
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if(!trigger) return;
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trigger->SetVisibility(VISIBILITY_OFF); //should this be true?
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