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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
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@@ -25,11 +25,6 @@ EndScriptData */
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#include "ScriptPCH.h"
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enum Yells
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{
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EMOTE_GENERIC_FRENZY_KILL = -1000001
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};
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enum Spells
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{
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SPELL_GROUNDTREMOR = 6524,
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@@ -28,8 +28,6 @@ EndScriptData */
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enum eEnums
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{
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EMOTE_GENERIC_FRENZY_KILL = -1000001,
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SPELL_REND = 16509,
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SPELL_BACKHAND = 18103,
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SPELL_FRENZY = 8269
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@@ -27,8 +27,6 @@ EndScriptData */
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enum eEnums
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{
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EMOTE_GENERIC_FRENZY_KILL = -1000001,
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SPELL_FLAMESTRIKE = 18399,
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SPELL_BLAST_WAVE = 16046,
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SPELL_FIRESHIELD = 19626,
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@@ -941,8 +941,14 @@ class npc_blood_queen_lana_thel : public CreatureScript
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void Reset()
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{
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events.Reset();
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me->SetVisibility(VISIBILITY_ON);
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me->AddUnitMovementFlag(MOVEMENTFLAG_LEVITATING);
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if (instance->GetBossState(DATA_BLOOD_PRINCE_COUNCIL) == DONE)
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{
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me->SetVisibility(VISIBILITY_OFF);
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bIntroDone = true;
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}
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else
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me->SetVisibility(VISIBILITY_ON);
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}
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void MoveInLineOfSight(Unit* who)
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