Scripts/Instances: Complete rewrite of the boundary system.
- Migrate boundary logic to Maps/AreaBoundary instead of having it sit in InstanceScript (to possibly allow use for other purposes). - Implement the first five boundary types in Maps/AreaBoundary.cpp. - Add boundary checks to Creature's update logic - Add boundary data for all Northrend raids - Add boundary initialization structures and methods to InstanceScript - Modify EnterEvadeMode signature. It now passes a value from the EvadeReason enum as parameter to allow special casing depending on evade reason - Remove previous (weird) boundary code that had them linked to GO spawns
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@@ -12683,7 +12683,7 @@ void Unit::TauntFadeOut(Unit* taunter)
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if (m_ThreatManager.isThreatListEmpty())
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{
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if (creature->IsAIEnabled)
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creature->AI()->EnterEvadeMode();
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creature->AI()->EnterEvadeMode(CreatureAI::EVADE_REASON_NO_HOSTILES);
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return;
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}
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@@ -12824,7 +12824,7 @@ Unit* Creature::SelectVictim()
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}
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// enter in evade mode in other case
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AI()->EnterEvadeMode();
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AI()->EnterEvadeMode(CreatureAI::EVADE_REASON_NO_HOSTILES);
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return NULL;
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}
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