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Instance boundary follow-up:
- Stop tools from complaining about leaks. - Also, list -> vector. - Fix an ambiguous constructor warning. - Fix a bug with Gormok and Sindragosa (Fixes #16280).
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@@ -22,12 +22,11 @@
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#include "Player.h"
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#include "TemporarySummon.h"
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AreaBoundary const* const mainBoundary = new CircleBoundary(Position(563.26f, 139.6f), 75.0);
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BossBoundaryData const boundaries = {
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{ BOSS_BEASTS, mainBoundary },
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{ BOSS_JARAXXUS, mainBoundary },
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{ BOSS_CRUSADERS, mainBoundary },
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{ BOSS_VALKIRIES, mainBoundary },
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{ BOSS_BEASTS, new CircleBoundary(Position(563.26f, 139.6f), 75.0) },
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{ BOSS_JARAXXUS, new CircleBoundary(Position(563.26f, 139.6f), 75.0) },
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{ BOSS_CRUSADERS, new CircleBoundary(Position(563.26f, 139.6f), 75.0) },
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{ BOSS_VALKIRIES, new CircleBoundary(Position(563.26f, 139.6f), 75.0) },
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{ BOSS_ANUBARAK, new EllipseBoundary(Position(746.0f, 135.0f), 100.0, 75.0) }
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};
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@@ -265,7 +265,7 @@ class boss_sindragosa : public CreatureScript
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{
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if (!instance->CheckRequiredBosses(DATA_SINDRAGOSA, victim->ToPlayer()))
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{
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EnterEvadeMode();
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EnterEvadeMode(EVADE_REASON_SEQUENCE_BREAK);
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instance->DoCastSpellOnPlayers(LIGHT_S_HAMMER_TELEPORT);
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return;
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}
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@@ -276,6 +276,13 @@ class boss_sindragosa : public CreatureScript
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Talk(SAY_AGGRO);
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}
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void EnterEvadeMode(EvadeReason why) override
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{
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if (_isInAirPhase && why == EVADE_REASON_BOUNDARY)
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return;
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BossAI::EnterEvadeMode(why);
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}
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void JustReachedHome() override
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{
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BossAI::JustReachedHome();
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