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Scripts/AzjolNerub: Clean up Hadronox to hopefully avoid any further evade issues. Tag #20310.
(cherry picked from commit fe3b4de1cd)
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@@ -175,10 +175,10 @@ public:
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return;
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_step = step;
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me->SetReactState(REACT_PASSIVE);
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me->SetHomePosition(hadronoxStep[step]);
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me->GetMotionMaster()->Clear();
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me->AttackStop();
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SetCombatMovement(false);
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me->GetMotionMaster()->MovePoint(0, hadronoxStep[step]);
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}
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@@ -197,8 +197,7 @@ public:
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{
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if (type != POINT_MOTION_TYPE)
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return;
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SetCombatMovement(true);
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AttackStart(me->GetVictim());
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me->SetReactState(REACT_AGGRESSIVE);
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if (_step < NUM_STEPS-1)
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return;
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DoCastAOE(SPELL_WEB_FRONT_DOORS);
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@@ -278,6 +277,7 @@ public:
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void InitializeAI() override
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{
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BossAI::InitializeAI();
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me->SetReactState(REACT_AGGRESSIVE);
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me->SetBoundingRadius(9.0f);
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me->SetCombatReach(9.0f);
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_enteredCombat = false;
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@@ -295,6 +295,9 @@ public:
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void UpdateAI(uint32 diff) override
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{
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if (!_lastPlayerCombatState && me->IsEngaged())
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me->GetThreatManager().UpdateOnlineStates(false, true);
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if (!UpdateVictim())
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return;
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