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Scripts/IcecrownCitadel: Fix an issue where Deathbringer Saurfang's exit door could get stuck in a closed state. Fixes and closes #15018.
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@@ -251,25 +251,20 @@ class boss_deathbringer_saurfang : public CreatureScript
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struct boss_deathbringer_saurfangAI : public BossAI
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{
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boss_deathbringer_saurfangAI(Creature* creature) : BossAI(creature, DATA_DEATHBRINGER_SAURFANG)
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boss_deathbringer_saurfangAI(Creature* creature) : BossAI(creature, DATA_DEATHBRINGER_SAURFANG), _introDone(false), _frenzied(false), _dead(false)
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{
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Initialize();
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ASSERT(creature->GetVehicleKit()); // we dont actually use it, just check if exists
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_introDone = false;
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_fallenChampionCastCount = 0;
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}
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void Initialize()
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{
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_frenzied = false;
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_dead = false;
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}
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void Reset() override
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{
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if (_dead)
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return;
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_Reset();
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events.SetPhase(PHASE_COMBAT);
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Initialize();
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_frenzied = false;
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_dead = false;
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me->SetPower(POWER_ENERGY, 0);
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DoCast(me, SPELL_ZERO_POWER, true);
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DoCast(me, SPELL_BLOOD_LINK, true);
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@@ -341,6 +336,8 @@ class boss_deathbringer_saurfang : public CreatureScript
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void JustReachedHome() override
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{
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if (_dead)
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return;
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_JustReachedHome();
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Reset();
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instance->SetBossState(DATA_DEATHBRINGER_SAURFANG, FAIL);
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@@ -365,7 +362,7 @@ class boss_deathbringer_saurfang : public CreatureScript
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Talk(SAY_FRENZY);
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}
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if (!_dead && me->GetHealth() < FightWonValue)
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if (!_dead && me->GetHealth()-damage < FightWonValue)
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{
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_dead = true;
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_JustDied();
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