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Scripts/Azuremyst Isle: Actually fixed what was stated in last commit :P
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@@ -0,0 +1,2 @@
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-- Set sniffed flag for Bristlelimb Cage
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UPDATE `gameobject_template` SET `flags`=32 WHERE `entry`=181714;
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@@ -655,6 +655,7 @@ public:
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/*########
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## Quest: The Prophecy of Akida
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########*/
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enum BristlelimbCage
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{
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QUEST_THE_PROPHECY_OF_AKIDA = 9544,
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@@ -678,12 +679,15 @@ class npc_stillpine_capitive : public CreatureScript
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{
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npc_stillpine_capitiveAI(Creature* creature) : ScriptedAI(creature)
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{
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if (GameObject* cage = me->FindNearestGameObject(GO_BRISTELIMB_CAGE, 5.0f))
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cage->UseDoorOrButton(); // This may seem strange but is actually closing door.
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}
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void Reset()
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{
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if (GameObject* cage = me->FindNearestGameObject(GO_BRISTELIMB_CAGE, 5.0f))
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{
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cage->SetLootState(GO_JUST_DEACTIVATED);
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cage->SetGoState(GO_STATE_READY);
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}
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_events.Reset();
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_player = NULL;
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_movementComplete = false;
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@@ -697,7 +701,7 @@ class npc_stillpine_capitive : public CreatureScript
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_player = owner;
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}
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Position pos;
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me->GetNearPosition(pos, 3.5f, 0.0f);
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me->GetNearPosition(pos, 3.0f, 0.0f);
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me->GetMotionMaster()->MovePoint(POINT_INIT, pos);
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}
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@@ -709,9 +713,6 @@ class npc_stillpine_capitive : public CreatureScript
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if (_player)
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_player->KilledMonsterCredit(me->GetEntry(), me->GetGUID());
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if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == POINT_MOTION_TYPE)
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me->GetMotionMaster()->MovementExpired();
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_movementComplete = true;
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_events.ScheduleEvent(EVENT_DESPAWN, 3500);
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}
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