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Core/AI: Removed Scripted_NoMovementAI which has become obsolete. Use ScriptedAI::SetCombatMovement(false); to get the same functionality.
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@@ -104,7 +104,7 @@ void ScriptedAI::AttackStartNoMove(Unit* who)
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if (!who)
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return;
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if (me->Attack(who, false))
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if (me->Attack(who, true))
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DoStartNoMovement(who);
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}
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@@ -447,15 +447,6 @@ bool ScriptedAI::EnterEvadeIfOutOfCombatArea(uint32 const diff)
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return true;
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}
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void Scripted_NoMovementAI::AttackStart(Unit* target)
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{
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if (!target)
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return;
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if (me->Attack(target, true))
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DoStartNoMovement(target);
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}
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// BossAI - for instanced bosses
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BossAI::BossAI(Creature* creature, uint32 bossId) : ScriptedAI(creature),
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instance(creature->GetInstanceScript()),
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