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*Instead of changing react states and using UpdateVictim (which causes Razorscale to start chasing and attacking the victim), just search for a possible victim. Only attack the victim during the ground phase.
--HG-- branch : trunk
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@@ -107,7 +107,9 @@ struct TRINITY_DLL_DECL boss_razorscaleAI : public BossAI
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void UpdateAI(const uint32 diff)
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{
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if (!UpdateVictim())
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Unit *victim = me->SelectVictim();
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if (victim == NULL)
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return;
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if(m_creature->GetPositionY() > -60 || m_creature->GetPositionX() < 450) // Not Blizzlike, anti-exploit to prevent players from pulling bosses to vehicles.
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@@ -203,6 +205,8 @@ struct TRINITY_DLL_DECL boss_razorscaleAI : public BossAI
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} else FlameBuffetTimer -= diff;
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}
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if (me->getVictim() != victim && (Phase != 3 || FlameBuffetTimer <= 15000)) // Not sure about this.
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AttackStart(victim);
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DoMeleeAttackIfReady();
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}
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else if (Phase == 1) //Flying Phase
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@@ -270,7 +274,6 @@ struct TRINITY_DLL_DECL boss_razorscaleAI : public BossAI
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m_creature->SetFlying(IsFlying);
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m_creature->SendMovementFlagUpdate();
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m_creature->SetReactState(IsFlying ? REACT_PASSIVE : REACT_AGGRESSIVE);
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m_creature->SetSpeed(MOVE_WALK, IsFlying ? 7.0f : 2.5f, IsFlying);
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if (Phase == 1) // Flying Phase
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