mirror of
https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-19 17:05:44 +01:00
Fix UT/Ingvar the plunderer script.
Fixes issue #1034. - Remove setDisplayID hack and use UpdateEntry to fix Ingvar Kill Credit related achievements. - code style cleaning. Requires DB update to set loot from Ingvar Human (23954) to Undead (23980) (in normal and heroic). --HG-- branch : trunk
This commit is contained in:
@@ -26,20 +26,29 @@ EndScriptData */
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#include "ScriptedPch.h"
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#include "utgarde_keep.h"
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enum eEnums
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enum Yells
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{
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//Yells Ingvar
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YELL_AGGRO_1 = -1574005,
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YELL_AGGRO_2 = -1574006,
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YELL_AGGRO_1 = -1574005,
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YELL_AGGRO_2 = -1574006,
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YELL_DEAD_1 = -1574007,
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YELL_DEAD_2 = -1574008,
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YELL_DEAD_1 = -1574007,
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YELL_DEAD_2 = -1574008,
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YELL_KILL_1 = -1574009,
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YELL_KILL_2 = -1574010,
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YELL_KILL_1 = -1574009,
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YELL_KILL_2 = -1574010,
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};
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//Ingvar Spells human form
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enum Creatures
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{
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MOB_INGVAR_HUMAN = 23954,
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MOB_ANNHYLDE_THE_CALLER = 24068,
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MOB_INGVAR_UNDEAD = 23980,
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};
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enum Spells
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{
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//Ingvar Spells human form
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SPELL_CLEAVE = 42724,
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SPELL_SMASH = 42669,
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H_SPELL_SMASH = 59706,
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@@ -48,16 +57,11 @@ enum eEnums
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SPELL_ENRAGE = 42705,
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H_SPELL_ENRAGE = 59707,
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MOB_ANNHYLDE_THE_CALLER = 24068,
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SPELL_INGVAR_FEIGN_DEATH = 42795,
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SPELL_SUMMON_BANSHEE = 42912,
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SPELL_SCOURG_RESURRECTION_EFFEKTSPAWN = 42863, //Spawn resurrecteffekt around Ingvar
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SPELL_SCOURG_RESURRECTION = 42863, // Spawn resurrect effect around Ingvar
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MODEL_INGVAR_UNDEAD = 26351,
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MODEL_INGVAR_HUMAN = 21953,
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//Ingvar Spells undead form
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MOB_INGVAR_UNDEAD = 23980,
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//Ingvar Spells undead form
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SPELL_DARK_SMASH = 42723,
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SPELL_DREADFUL_ROAR = 42729,
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H_SPELL_DREADFUL_ROAR = 59734,
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@@ -77,35 +81,32 @@ struct boss_ingvar_the_plundererAI : public ScriptedAI
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ScriptedInstance* pInstance;
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bool undead;
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bool event_inProgress;
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bool bIsUndead;
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bool bEventInProgress;
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uint32 Cleave_Timer;
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uint32 Smash_Timer;
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uint32 Enrage_Timer;
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uint32 Roar_Timer;
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uint32 SpawnResTimer;
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uint32 wait_Timer;
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uint32 uiCleaveTimer;
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uint32 uiSmashTimer;
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uint32 uiEnrageTimer;
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uint32 uiRoarTimer;
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uint32 uiSpawnResTimer;
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void Reset()
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{
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if (undead) // Visual Hack
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m_creature->SetDisplayId(MODEL_INGVAR_HUMAN);
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if (bIsUndead)
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m_creature->UpdateEntry(MOB_INGVAR_HUMAN);
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undead = false;
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event_inProgress = false;
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bIsUndead = false;
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bEventInProgress = false;
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m_creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
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m_creature->SetStandState(UNIT_STAND_STATE_STAND);
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Cleave_Timer = 2000;
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Smash_Timer = 5000;
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Enrage_Timer = 10000;
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Roar_Timer = 15000;
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uiCleaveTimer = 2000;
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uiSmashTimer = 5000;
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uiEnrageTimer = 10000;
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uiRoarTimer = 15000;
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SpawnResTimer = 3000;
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wait_Timer = 0;
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uiSpawnResTimer = 3000;
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if (pInstance)
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pInstance->SetData(DATA_INGVAR_EVENT, NOT_STARTED);
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@@ -113,27 +114,26 @@ struct boss_ingvar_the_plundererAI : public ScriptedAI
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void DamageTaken(Unit *done_by, uint32 &damage)
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{
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if (damage >= m_creature->GetHealth() && !undead)
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if (damage >= m_creature->GetHealth() && !bIsUndead)
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{
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//DoCast(m_creature, SPELL_INGVAR_FEIGN_DEATH, true); // Dont work ???
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// visuel hack
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m_creature->SetHealth(0);
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m_creature->InterruptNonMeleeSpells(true);
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m_creature->RemoveAllAuras();
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m_creature->SetDisplayId(MODEL_INGVAR_UNDEAD);
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m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
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m_creature->GetMotionMaster()->MovementExpired(false);
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m_creature->GetMotionMaster()->MoveIdle();
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m_creature->SetStandState(UNIT_STAND_STATE_DEAD);
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// visuel hack end
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event_inProgress = true;
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undead = true;
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bEventInProgress = true;
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bIsUndead = true;
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DoScriptText(YELL_DEAD_1,m_creature);
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}
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if (event_inProgress)
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if (bEventInProgress)
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{
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damage = 0;
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}
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@@ -141,11 +141,12 @@ struct boss_ingvar_the_plundererAI : public ScriptedAI
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void StartZombiePhase()
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{
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undead = true;
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event_inProgress = false;
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bIsUndead = true;
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bEventInProgress = false;
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m_creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
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m_creature->UpdateEntry(MOB_INGVAR_UNDEAD);
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m_creature->SetInCombatWith(m_creature->getVictim());
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m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim());
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m_creature->AI()->AttackStart(m_creature->getVictim());
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DoScriptText(YELL_AGGRO_2,m_creature);
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}
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@@ -168,8 +169,10 @@ struct boss_ingvar_the_plundererAI : public ScriptedAI
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void KilledUnit(Unit *victim)
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{
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if (undead) { DoScriptText(YELL_KILL_1,m_creature); }
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else { DoScriptText(YELL_KILL_2,m_creature); }
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if (bIsUndead)
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DoScriptText(YELL_KILL_1,m_creature);
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else
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DoScriptText(YELL_KILL_2,m_creature);
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}
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void UpdateAI(const uint32 diff)
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@@ -177,66 +180,55 @@ struct boss_ingvar_the_plundererAI : public ScriptedAI
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if (!UpdateVictim())
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return;
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if (event_inProgress)
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if (bEventInProgress)
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{
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if (SpawnResTimer)
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if (SpawnResTimer <= diff)
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if (uiSpawnResTimer)
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if (uiSpawnResTimer <= diff)
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{
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DoCast(m_creature, SPELL_SUMMON_BANSHEE); // Summons direktly on caster position
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//DoCast(m_creature, SPELL_SCOURG_RESURRECTION_EFFEKTSPAWN); // Dont needet ?
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SpawnResTimer = 0;
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} else SpawnResTimer -= diff;
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DoCast(m_creature, SPELL_SUMMON_BANSHEE); // Summons directly on caster position
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// DoCast(m_creature, SPELL_SCOURG_RESURRECTION, true); // Not needed ?
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uiSpawnResTimer = 0;
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} else uiSpawnResTimer -= diff;
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return;
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}
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// This is used for a spell queue ... the spells should not castet if one spell is already casting
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if (wait_Timer)
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if (wait_Timer <= diff)
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{
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wait_Timer = 0;
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} else wait_Timer -= diff;
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if (Cleave_Timer <= diff)
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if (uiCleaveTimer <= diff)
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{
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if (!wait_Timer)
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if (!m_creature->hasUnitState(UNIT_STAT_CASTING))
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{
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if (undead)
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if (bIsUndead)
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DoCast(m_creature->getVictim(), DUNGEON_MODE(SPELL_WOE_STRIKE, H_SPELL_WOE_STRIKE));
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else
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DoCast(m_creature->getVictim(), SPELL_CLEAVE);
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Cleave_Timer = rand()%5000 + 2000;
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wait_Timer = 1000;
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uiCleaveTimer = rand()%5000 + 2000;
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}
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} else Cleave_Timer -= diff;
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} else uiCleaveTimer -= diff;
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if (Smash_Timer <= diff)
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if (uiSmashTimer <= diff)
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{
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if (!wait_Timer)
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if (!m_creature->hasUnitState(UNIT_STAT_CASTING))
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{
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if (undead)
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if (bIsUndead)
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DoCast(m_creature->getVictim(), SPELL_DARK_SMASH);
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else
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DoCast(m_creature->getVictim(), DUNGEON_MODE(SPELL_SMASH, H_SPELL_SMASH));
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Smash_Timer = 10000;
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wait_Timer = 5000;
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uiSmashTimer = 10000;
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}
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} else Smash_Timer -= diff;
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} else uiSmashTimer -= diff;
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if (!undead)
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if (!bIsUndead)
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{
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if (Enrage_Timer <= diff)
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if (uiEnrageTimer <= diff)
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{
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DoCast(m_creature, DUNGEON_MODE(SPELL_ENRAGE, H_SPELL_ENRAGE));
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Enrage_Timer = 10000;
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} else Enrage_Timer -= diff;
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uiEnrageTimer = 10000;
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} else uiEnrageTimer -= diff;
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} else // In Undead form used to summon weapon
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{
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if (Enrage_Timer <= diff)
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if (uiEnrageTimer <= diff)
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{
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if (!wait_Timer)
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if (!m_creature->hasUnitState(UNIT_STAT_CASTING))
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{
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// Spawn target for Axe
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Unit *pTarget = SelectUnit(SELECT_TARGET_TOPAGGRO, 1);
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@@ -246,24 +238,22 @@ struct boss_ingvar_the_plundererAI : public ScriptedAI
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DoCast(m_creature, SPELL_SHADOW_AXE_SUMMON);
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}
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Enrage_Timer = 30000;
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uiEnrageTimer = 30000;
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}
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} else Enrage_Timer -= diff;
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} else uiEnrageTimer -= diff;
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}
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if (Roar_Timer <= diff)
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if (uiRoarTimer <= diff)
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{
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if (!wait_Timer)
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if (!m_creature->hasUnitState(UNIT_STAT_CASTING))
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{
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if (undead)
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if (bIsUndead)
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DoCast(m_creature, DUNGEON_MODE(SPELL_DREADFUL_ROAR, H_SPELL_DREADFUL_ROAR));
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else
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DoCast(m_creature, DUNGEON_MODE(SPELL_STAGGERING_ROAR, H_SPELL_STAGGERING_ROAR));
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Roar_Timer = 10000;
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wait_Timer = 5000;
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uiRoarTimer = 10000;
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}
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} else Roar_Timer -= diff;
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} else uiRoarTimer -= diff;
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DoMeleeAttackIfReady();
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}
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@@ -271,7 +261,7 @@ struct boss_ingvar_the_plundererAI : public ScriptedAI
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CreatureAI* GetAI_boss_ingvar_the_plunderer(Creature* pCreature)
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{
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return new boss_ingvar_the_plundererAI (pCreature);
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return new boss_ingvar_the_plundererAI(pCreature);
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}
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enum eSpells
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@@ -295,8 +285,8 @@ struct mob_annhylde_the_callerAI : public ScriptedAI
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float x,y,z;
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ScriptedInstance* pInstance;
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uint32 Resurect_Timer;
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uint32 Resurect_Phase;
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uint32 uiResurectTimer;
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uint32 uiResurectPhase;
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void Reset()
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{
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@@ -331,8 +321,8 @@ struct mob_annhylde_the_callerAI : public ScriptedAI
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ingvar->RemoveAura(SPELL_SUMMON_BANSHEE);
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ingvar->CastSpell(ingvar,SPELL_SCOURG_RESURRECTION_DUMMY,true);
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DoCast(ingvar, SPELL_SCOURG_RESURRECTION_BEAM);
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Resurect_Timer = 8000;
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Resurect_Phase = 1;
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uiResurectTimer = 8000;
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uiResurectPhase = 1;
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break;
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case 2:
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m_creature->SetVisibility(VISIBILITY_OFF);
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@@ -348,10 +338,10 @@ struct mob_annhylde_the_callerAI : public ScriptedAI
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void EnterCombat(Unit *who) {}
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void UpdateAI(const uint32 diff)
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{
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if (Resurect_Timer)
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if (Resurect_Timer <= diff)
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if (uiResurectTimer)
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if (uiResurectTimer <= diff)
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{
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if (Resurect_Phase == 1)
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if (uiResurectPhase == 1)
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{
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Unit* ingvar = Unit::GetUnit(*m_creature, pInstance ? pInstance->GetData64(DATA_INGVAR) : 0);
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if (ingvar)
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@@ -359,26 +349,25 @@ struct mob_annhylde_the_callerAI : public ScriptedAI
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ingvar->SetStandState(UNIT_STAND_STATE_STAND);
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ingvar->CastSpell(ingvar,SPELL_SCOURG_RESURRECTION_HEAL,false);
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}
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Resurect_Timer = 3000;
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Resurect_Phase = 2;
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} else if (Resurect_Phase == 2)
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uiResurectTimer = 3000;
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uiResurectPhase = 2;
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}
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else if (uiResurectPhase == 2)
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{
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Creature* ingvar = Unit::GetCreature(*m_creature, pInstance ? pInstance->GetData64(DATA_INGVAR) : 0);
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if (ingvar)
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if (Creature* ingvar = Unit::GetCreature(*m_creature, pInstance ? pInstance->GetData64(DATA_INGVAR) : 0))
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{
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ingvar->RemoveAurasDueToSpell(SPELL_SCOURG_RESURRECTION_DUMMY);
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//ingvar->CastSpell(ingvar,SPELL_INGVAR_TRANSFORM,false);
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//ingvar->SetDisplayId(MODEL_INGVAR_UNDEAD); // Visual Hack - when he dies he becomes human model -> wrong
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Creature* c_ingvar = ingvar;
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CAST_AI(boss_ingvar_the_plundererAI, (c_ingvar->AI()))->StartZombiePhase();
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if (boss_ingvar_the_plundererAI* pAI = CAST_AI(boss_ingvar_the_plundererAI, ingvar->AI()))
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pAI->StartZombiePhase();
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m_creature->GetMotionMaster()->MovePoint(2,x+1,y,z+30);
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++Resurect_Phase;
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++uiResurectPhase;
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uiResurectTimer = 0;
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}
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}
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} else Resurect_Timer -= diff;
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} else uiResurectTimer -= diff;
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}
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};
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@@ -399,7 +388,7 @@ struct mob_ingvar_throw_dummyAI : public ScriptedAI
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{
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}
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uint32 Despawn_Timer;
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uint32 uiDespawnTimer;
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void Reset()
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{
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@@ -411,19 +400,19 @@ struct mob_ingvar_throw_dummyAI : public ScriptedAI
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pTarget->GetPosition(x,y,z);
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m_creature->GetMotionMaster()->MovePoint(0,x,y,z);
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}
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Despawn_Timer = 7000;
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uiDespawnTimer = 7000;
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}
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void AttackStart(Unit* who) {}
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void MoveInLineOfSight(Unit* who) {}
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void EnterCombat(Unit *who) {}
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void UpdateAI(const uint32 diff)
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{
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if (Despawn_Timer <= diff)
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if (uiDespawnTimer <= diff)
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{
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m_creature->DealDamage(m_creature,m_creature->GetHealth());
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m_creature->RemoveCorpse();
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Despawn_Timer = 0;
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} else Despawn_Timer -= diff;
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uiDespawnTimer = 0;
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} else uiDespawnTimer -= diff;
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}
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};
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