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Core/Vehicles:
- Grab correct npc entry from npc_spellclick_spells in case of player vehicle. Fixes DB errors added in my previous changeset - Allow aura's with SPELL_AURA_CONTROL_VEHICLE to stack if there are enough free seats, even if spellIds are identical. - Fix a possible infinite loop. Thanks to manuel for spotting
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@@ -162,7 +162,7 @@ class boss_ick : public CreatureScript
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void EnterCombat(Unit * /*who*/)
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{
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_vehicle->InstallAllAccessories(me->GetEntry());
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_vehicle->InstallAllAccessories();
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if (Creature* krick = GetKrick())
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DoScriptText(SAY_KRICK_AGGRO, krick);
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@@ -301,7 +301,7 @@ class boss_rimefang : public CreatureScript
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void JustReachedHome()
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{
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_vehicle->InstallAllAccessories(me->GetEntry());
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_vehicle->InstallAllAccessories();
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}
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void DoAction(const int32 actionId)
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@@ -366,7 +366,7 @@ public:
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void SpellHit(Unit* /*caster*/, const SpellEntry* pSpell)
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{
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if (pSpell->Id == SPELL_START_THE_ENGINE)
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vehicle->InstallAllAccessories(me->GetEntry());
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vehicle->InstallAllAccessories();
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if (pSpell->Id == SPELL_ELECTROSHOCK)
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me->InterruptSpell(CURRENT_CHANNELED_SPELL);
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