refactor(Scripts/Zone): move crystalsong_forest to new system (#9700)
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@@ -39,16 +39,9 @@ enum ePreparationsForWar
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TRANSPORT_THE_SKYBREAKER = 192242
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TRANSPORT_THE_SKYBREAKER = 192242
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};
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};
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class npc_preparations_for_war_vehicle : public CreatureScript
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struct npc_preparations_for_war_vehicle : public NullCreatureAI
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{
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{
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public:
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npc_preparations_for_war_vehicle(Creature* creature) : NullCreatureAI(creature) { }
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npc_preparations_for_war_vehicle() : CreatureScript("npc_preparations_for_war_vehicle") { }
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struct npc_preparations_for_war_vehicleAI : public NullCreatureAI
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{
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npc_preparations_for_war_vehicleAI(Creature* creature) : NullCreatureAI(creature)
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{
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}
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uint8 pointId;
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uint8 pointId;
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uint32 searchForShipTimer;
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uint32 searchForShipTimer;
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@@ -139,12 +132,6 @@ public:
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}
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}
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}
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}
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}
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}
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};
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CreatureAI* GetAI(Creature* creature) const override
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{
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return new npc_preparations_for_war_vehicleAI(creature);
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}
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};
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};
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/*******************************************************
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/*******************************************************
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@@ -164,14 +151,9 @@ enum NPCs
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NPC_WARMAGE_ILSUDRIA = 32372
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NPC_WARMAGE_ILSUDRIA = 32372
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};
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};
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class npc_warmage_violetstand : public CreatureScript
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struct npc_warmage_violetstand : public ScriptedAI
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{
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{
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public:
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npc_warmage_violetstand(Creature* creature) : ScriptedAI(creature)
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npc_warmage_violetstand() : CreatureScript("npc_warmage_violetstand") { }
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struct npc_warmage_violetstandAI : public ScriptedAI
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{
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npc_warmage_violetstandAI(Creature* creature) : ScriptedAI(creature)
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{
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{
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SetCombatMovement(false);
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SetCombatMovement(false);
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}
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}
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@@ -220,16 +202,10 @@ public:
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if (Creature* pOrb = ObjectAccessor::GetCreature(*me, targetGUID))
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if (Creature* pOrb = ObjectAccessor::GetCreature(*me, targetGUID))
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DoCast(pOrb, SPELL_TRANSITUS_SHIELD_BEAM);
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DoCast(pOrb, SPELL_TRANSITUS_SHIELD_BEAM);
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}
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}
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};
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CreatureAI* GetAI(Creature* creature) const override
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{
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return new npc_warmage_violetstandAI(creature);
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}
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};
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};
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void AddSC_crystalsong_forest()
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void AddSC_crystalsong_forest()
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{
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{
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new npc_preparations_for_war_vehicle();
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RegisterCreatureAI(npc_preparations_for_war_vehicle);
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new npc_warmage_violetstand();
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RegisterCreatureAI(npc_warmage_violetstand);
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}
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}
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