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ScriptedAI/Creature: Fix a bug where a std::chrono overload was counting milliseconds instead of seconds.
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@@ -369,7 +369,7 @@ class BossAI : public ScriptedAI
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void _JustDied();
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void _JustReachedHome() { me->setActive(false); }
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void _DespawnAtEvade(uint32 delayToRespawn = 30, Creature* who = nullptr);
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void _DespawnAtEvade(Milliseconds const& time, Creature* who = nullptr) { _DespawnAtEvade(uint32(time.count()), who); }
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void _DespawnAtEvade(Seconds const& time, Creature* who = nullptr) { _DespawnAtEvade(uint32(time.count()), who); }
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void TeleportCheaters();
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@@ -93,7 +93,7 @@ public:
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void EnterEvadeMode(EvadeReason /*why*/) override
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{
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if (Creature* midnight = ObjectAccessor::GetCreature(*me, _midnightGUID))
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BossAI::_DespawnAtEvade(10, midnight);
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BossAI::_DespawnAtEvade(Seconds(10), midnight);
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me->DespawnOrUnsummon();
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}
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@@ -349,7 +349,7 @@ public:
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void EnterEvadeMode(EvadeReason /*why*/) override
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{
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BossAI::_DespawnAtEvade(10);
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BossAI::_DespawnAtEvade(Seconds(10));
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}
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void KilledUnit(Unit* /*victim*/) override
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