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*Set boss active=false after they arrive home. This fix the bug that boss is stuck at some far away grid and there spawns another boss.
--HG-- branch : trunk
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@@ -621,7 +621,6 @@ BossAI::BossAI(Creature *c, uint32 id) : ScriptedAI(c)
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void BossAI::_Reset()
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{
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me->setActive(false);
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events.Reset();
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summons.DespawnAll();
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if(instance)
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@@ -219,11 +219,13 @@ struct TRINITY_DLL_DECL BossAI : public ScriptedAI
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void Reset() { _Reset(); }
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void EnterCombat(Unit *who) { _EnterCombat(); }
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void JustDied(Unit *killer) { _JustDied(); }
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void JustReachedHome() { me->setActive(false); }
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protected:
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void _Reset();
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void _EnterCombat();
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void _JustDied();
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void _JustReachedHome() { me->setActive(false); }
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bool CheckInRoom()
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{
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@@ -46,7 +46,7 @@ struct TRINITY_DLL_DECL boss_anubrekhanAI : public BossAI
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}
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void InitializeAI() { Prepare(); }
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void JustReachedHome() { Prepare(); }
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void JustReachedHome() { Prepare(); _JustReachedHome(); }
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void KilledUnit(Unit* victim)
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{
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