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*Fix the bug that Reset is not called for some scripts. This should fix the bug of quest "death's challenge". Thanks to Kudlaty
--HG-- branch : trunk
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@@ -323,6 +323,8 @@ struct TRINITY_DLL_DECL boss_kalecgos_kjAI : public ScriptedAI
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m_creature->setActive(true);
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Searched = false;
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FindOrbs();
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ScriptedAI::InitializeAI();
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}
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void Reset(){}
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@@ -753,6 +755,8 @@ struct TRINITY_DLL_DECL mob_kiljaeden_controllerAI : public Scripted_NoMovementA
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m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
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m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
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m_creature->addUnitState(UNIT_STAT_STUNNED);
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ScriptedAI::InitializeAI();
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}
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void Reset(){
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@@ -914,6 +918,8 @@ struct TRINITY_DLL_DECL mob_felfire_portalAI : public Scripted_NoMovementAI
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SpawnFiendTimer = 5000;
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m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
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m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
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ScriptedAI::InitializeAI();
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}
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// TODO: Timers
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@@ -1066,6 +1072,8 @@ struct TRINITY_DLL_DECL mob_shield_orbAI : public ScriptedAI
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my = ShieldOrbLocations[0][1];
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if (rand()%2 == 0)Clockwise = true;
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else Clockwise = false;
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ScriptedAI::InitializeAI();
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}
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void Reset(){}
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@@ -45,7 +45,7 @@ struct TRINITY_DLL_DECL boss_anubrekhanAI : public BossAI
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DoSpawnCreature(MOB_CRYPT_GUARD, 0, -10, 0, me->GetOrientation(), TEMPSUMMON_CORPSE_TIMED_DESPAWN, 60000);
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}
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void InitializeAI() { Prepare(); }
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void InitializeAI() { Prepare(); BossAI::InitializeAI(); }
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void JustReachedHome() { Prepare(); _JustReachedHome(); }
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void KilledUnit(Unit* victim)
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@@ -85,7 +85,7 @@ struct TRINITY_DLL_DECL boss_sapphironAI : public BossAI
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me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
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me->SetReactState(REACT_PASSIVE);
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Reset();
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ScriptedAI::InitializeAI();
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}
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void Reset()
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@@ -48,6 +48,8 @@ void SpellAI::InitializeAI()
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for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
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if(me->m_spells[i] && GetSpellStore()->LookupEntry(me->m_spells[i]))
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spells.push_back(me->m_spells[i]);
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CreatureAI::InitializeAI();
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}
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void SpellAI::Reset()
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