[SD2] Improved Rune game objects a lot
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@ -41,22 +41,6 @@
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#include "precompiled.h"
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#include "precompiled.h"
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#include "molten_core.h"
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#include "molten_core.h"
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struct sRuneEncounters
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{
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uint32 m_uiRuneEntry, m_uiType;
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};
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static const sRuneEncounters m_aMoltenCoreRunes[MAX_MOLTEN_RUNES] =
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{
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{ GO_RUNE_KRESS, TYPE_MAGMADAR },
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{ GO_RUNE_MOHN, TYPE_GEHENNAS },
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{ GO_RUNE_BLAZ, TYPE_GARR },
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{ GO_RUNE_MAZJ, TYPE_SHAZZRAH },
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{ GO_RUNE_ZETH, TYPE_GEDDON },
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{ GO_RUNE_THERI, TYPE_GOLEMAGG },
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{ GO_RUNE_KORO, TYPE_SULFURON }
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};
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/*######
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/*######
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## go_molten_core_rune
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## go_molten_core_rune
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######*/
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######*/
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@ -74,19 +58,10 @@ struct go_molten_core_rune : public GameObjectScript
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return true;
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return true;
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}
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}
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for (uint8 i = 0; i < MAX_MOLTEN_RUNES; ++i)
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if (pInstance->GetData(pGo->GetGOInfo()->button.linkedTrapId) == SPECIAL)
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{
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{
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if (pGo->GetEntry() == m_aMoltenCoreRunes[i].m_uiRuneEntry)
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pInstance->SetData(TYPE_FLAME_DOSED, pGo->GetGOInfo()->button.linkedTrapId);
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{
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return false; // this path allows the spell to have effect
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// check if boss is already dead - if not return true
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if (pInstance->GetData(m_aMoltenCoreRunes[i].m_uiType) != DONE)
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{
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return true;
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}
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pInstance->SetData(m_aMoltenCoreRunes[i].m_uiType, SPECIAL);
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return false;
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}
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}
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}
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return true;
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return true;
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