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Core/BossAI: Remove _DespawnAtEvade(uint32, Creature*) overload
Use _DespawnAtEvade(Seconds, Creature*) instead
(cherry picked from commit 27229c10cd)
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@@ -599,10 +599,10 @@ bool BossAI::CanAIAttack(Unit const* target) const
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void BossAI::_DespawnAtEvade(Seconds delayToRespawn /*= 30s*/, Creature* who /*= nullptr*/)
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{
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if (delayToRespawn < Seconds(2))
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if (delayToRespawn < 2s)
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{
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TC_LOG_ERROR("scripts.ai", "BossAI::_DespawnAtEvade: called with delay of " SI64FMTD " seconds, defaulting to 2 (me: %s)", delayToRespawn.count(), me->GetGUID().ToString().c_str());
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delayToRespawn = Seconds(2);
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delayToRespawn = 2s;
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}
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if (!who)
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@@ -340,8 +340,7 @@ class TC_GAME_API BossAI : public ScriptedAI
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void _JustEngagedWith(Unit* who);
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void _JustDied();
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void _JustReachedHome();
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void _DespawnAtEvade(Seconds delayToRespawn, Creature* who = nullptr);
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void _DespawnAtEvade(uint32 delayToRespawn = 30, Creature* who = nullptr) { _DespawnAtEvade(Seconds(delayToRespawn), who); }
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void _DespawnAtEvade(Seconds delayToRespawn = 30s, Creature* who = nullptr);
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void TeleportCheaters();
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