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Scripts/HoR: fixed conflict between multiple classes with same name
Closes #12051
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@@ -1606,7 +1606,7 @@ class npc_phantom_hallucination : public CreatureScript
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void Reset() override
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{
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DoZoneInCombat(me, MAX_VISIBILITY_DISTANCE);
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DoZoneInCombat(me, 150.0f);
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}
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void EnterEvadeMode() override
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@@ -2089,6 +2089,9 @@ enum EscapeEvents
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EVENT_LUMBERING_ABOMINATION_CLEAVE
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};
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namespace hor
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{
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class StartMovementEvent : public BasicEvent
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{
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public:
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@@ -2106,6 +2109,8 @@ class StartMovementEvent : public BasicEvent
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Creature* _owner;
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};
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} // namespace hor
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struct npc_escape_event_trash : public ScriptedAI
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{
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npc_escape_event_trash(Creature* creature) : ScriptedAI(creature), _instance(creature->GetInstanceScript()) { }
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@@ -2123,7 +2128,7 @@ struct npc_escape_event_trash : public ScriptedAI
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void IsSummonedBy(Unit* /*summoner*/) override
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{
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DoZoneInCombat(me, MAX_VISIBILITY_DISTANCE);
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DoZoneInCombat(me, 0.0f);
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if (Creature* leader = ObjectAccessor::GetCreature(*me, _instance->GetData64(DATA_ESCAPE_LEADER)))
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{
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me->SetInCombatWith(leader);
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@@ -2157,7 +2162,7 @@ class npc_raging_ghoul : public CreatureScript
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me->CastSpell(me, SPELL_RAGING_GHOUL_SPAWN, true);
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me->SetReactState(REACT_PASSIVE);
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me->HandleEmoteCommand(EMOTE_ONESHOT_EMERGE);
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me->m_Events.AddEvent(new StartMovementEvent(me), me->m_Events.CalculateTime(5000));
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me->m_Events.AddEvent(new hor::StartMovementEvent(me), me->m_Events.CalculateTime(5000));
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npc_escape_event_trash::IsSummonedBy(summoner);
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}
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@@ -2223,7 +2228,7 @@ class npc_risen_witch_doctor : public CreatureScript
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me->CastSpell(me, SPELL_RISEN_WITCH_DOCTOR_SPAWN, true);
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me->SetReactState(REACT_PASSIVE);
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me->HandleEmoteCommand(EMOTE_ONESHOT_EMERGE);
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me->m_Events.AddEvent(new StartMovementEvent(me), me->m_Events.CalculateTime(5000));
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me->m_Events.AddEvent(new hor::StartMovementEvent(me), me->m_Events.CalculateTime(5000));
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npc_escape_event_trash::IsSummonedBy(summoner);
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}
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@@ -196,7 +196,7 @@ struct boss_horAI : BossAI
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case ACTION_ENTER_COMBAT: // called by InstanceScript when boss shall enter in combat.
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me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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me->SetReactState(REACT_AGGRESSIVE);
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DoZoneInCombat(me, MAX_VISIBILITY_DISTANCE);
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DoZoneInCombat(me, 150.0f);
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break;
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default:
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break;
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