Core/Scripts: Added enum for generic script texts, fixed one broken text

Scripts/Icecrown Citadel: Blood-Queen Lana'Thel will no longer spawn for Blood Princes intro if they were already killed

--HG--
branch : trunk
This commit is contained in:
Shauren
2010-11-03 16:44:34 +01:00
parent 6f748a76a1
commit f2fdcdf8f3
9 changed files with 25 additions and 14 deletions

View File

@@ -25,11 +25,6 @@ EndScriptData */
#include "ScriptPCH.h"
enum Yells
{
EMOTE_GENERIC_FRENZY_KILL = -1000001
};
enum Spells
{
SPELL_GROUNDTREMOR = 6524,

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@@ -28,8 +28,6 @@ EndScriptData */
enum eEnums
{
EMOTE_GENERIC_FRENZY_KILL = -1000001,
SPELL_REND = 16509,
SPELL_BACKHAND = 18103,
SPELL_FRENZY = 8269

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@@ -27,8 +27,6 @@ EndScriptData */
enum eEnums
{
EMOTE_GENERIC_FRENZY_KILL = -1000001,
SPELL_FLAMESTRIKE = 18399,
SPELL_BLAST_WAVE = 16046,
SPELL_FIRESHIELD = 19626,

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@@ -941,8 +941,14 @@ class npc_blood_queen_lana_thel : public CreatureScript
void Reset()
{
events.Reset();
me->SetVisibility(VISIBILITY_ON);
me->AddUnitMovementFlag(MOVEMENTFLAG_LEVITATING);
if (instance->GetBossState(DATA_BLOOD_PRINCE_COUNCIL) == DONE)
{
me->SetVisibility(VISIBILITY_OFF);
bIntroDone = true;
}
else
me->SetVisibility(VISIBILITY_ON);
}
void MoveInLineOfSight(Unit* who)