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Scripts/FollowerAI: Some cleanup:
- FollowerAI properly resumes follow after evading. - Removed duplicated getters from CreatureAI (IsEscorted vs IsEscortNPC), they were used to do the same thing - FollowerAI properly assists in combat. - FollowerAI properly despawns if quest is abandoned. - FollowerAI now supports dynamic respawning for escort NPCs.
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@@ -2964,7 +2964,7 @@ bool Map::CheckRespawn(RespawnInfo* info)
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if (!creature->IsAlive())
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continue;
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// escort NPCs are allowed to respawn as long as all other instances are already escorting
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if (isEscort && creature->IsEscortNPC(true))
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if (isEscort && creature->IsEscorted())
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continue;
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doDelete = true;
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break;
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