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*Update flame levi script. Allow player to shoot down pyrite container and refill the demolishers.
*Other script-related fixes. --HG-- branch : trunk
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@@ -70,12 +70,13 @@ void SummonList::DespawnAll()
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else
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{
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erase(begin());
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summon->SetVisibility(VISIBILITY_OFF);
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if(summon->isSummon() && !summon->isPet())
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if(summon->isSummon())
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{
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summon->DestroyForNearbyPlayers();
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CAST_SUM(summon)->UnSummon();
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}
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else
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summon->setDeathState(JUST_DIED);
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summon->RemoveCorpse();
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summon->DisappearAndDie();
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}
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}
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}
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@@ -163,26 +164,6 @@ Creature* ScriptedAI::DoSpawnCreature(uint32 uiId, float fX, float fY, float fZ,
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return m_creature->SummonCreature(uiId, m_creature->GetPositionX()+fX, m_creature->GetPositionY()+fY, m_creature->GetPositionZ()+fZ, fAngle, (TempSummonType)uiType, uiDespawntime);
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}
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Creature *ScriptedAI::DoSummon(uint32 uiEntry, const float fPos[4], uint32 uiDespawntime, TempSummonType uiType)
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{
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return me->SummonCreature(uiEntry, fPos[0], fPos[1], fPos[2], fPos[3], uiType, uiDespawntime);
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}
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Creature *ScriptedAI::DoSummon(uint32 uiEntry, WorldObject* pGo, float fRadius, uint32 uiDespawntime, TempSummonType uiType)
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{
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float fX, fY, fZ;
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pGo->GetGroundPointAroundUnit(fX, fY, fZ, fRadius * rand_norm(), rand_norm()*2*M_PI);
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return me->SummonCreature(uiEntry, fX, fY, fZ, me->GetOrientation(), uiType, uiDespawntime);
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}
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Creature *ScriptedAI::DoSummonFlyer(uint32 uiEntry, WorldObject *obj, float _fZ, float fRadius, uint32 uiDespawntime, TempSummonType uiType)
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{
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float fX, fY, fZ;
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obj->GetGroundPointAroundUnit(fX, fY, fZ, fRadius * rand_norm(), rand_norm()*2*M_PI);
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return me->SummonCreature(uiEntry, fX, fY, fZ + _fZ, me->GetOrientation(), uiType, uiDespawntime);
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}
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Unit* ScriptedAI::SelectUnit(SelectAggroTarget target, uint32 uiPosition)
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{
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//ThreatList m_threatlist;
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