fix(Scripts/ZulAman): Fix Zuljin targetting players during eagle phase (#20808)
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@@ -15,12 +15,6 @@
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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*/
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/* ScriptData
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SDName: Boss_ZulJin
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SD%Complete: 85%
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SDComment:
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EndScriptData */
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#include "CreatureScript.h"
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#include "CreatureScript.h"
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#include "Player.h"
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#include "Player.h"
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#include "ScriptedCreature.h"
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#include "ScriptedCreature.h"
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@@ -307,7 +301,6 @@ struct boss_zuljin : public BossAI
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Talk(Transform[_nextPhase].text);
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Talk(Transform[_nextPhase].text);
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me->m_Events.AddEventAtOffset([&] {
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me->m_Events.AddEventAtOffset([&] {
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me->SetReactState(REACT_AGGRESSIVE);
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DoCastSelf(Transform[_nextPhase].spell);
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DoCastSelf(Transform[_nextPhase].spell);
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DoResetThreatList();
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DoResetThreatList();
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@@ -316,9 +309,11 @@ struct boss_zuljin : public BossAI
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me->SetCombatMovement(false);
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me->SetCombatMovement(false);
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DoCastSelf(SPELL_ENERGY_STORM, true); // enemy aura
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DoCastSelf(SPELL_ENERGY_STORM, true); // enemy aura
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DoCastAOE(SPELL_SUMMON_CYCLONE, true);
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DoCastAOE(SPELL_SUMMON_CYCLONE, true);
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me->SetFacingTo(me->GetHomePosition().GetOrientation());
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}
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}
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else
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else
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{
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{
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me->SetReactState(REACT_AGGRESSIVE);
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me->SetCombatMovement(true);
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me->SetCombatMovement(true);
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me->ResumeChasingVictim();
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me->ResumeChasingVictim();
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}
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}
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