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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@@ -167,7 +167,7 @@ class npc_pet_mage_mirror_image : public CreatureScript
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events.ScheduleEvent(SPELL_MAGE_FIRE_BLAST, TIMER_MIRROR_IMAGE_FIRE_BLAST);
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}
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else
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EnterEvadeMode();
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EnterEvadeMode(EVADE_REASON_OTHER);
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}
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void Reset() override
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@@ -233,7 +233,7 @@ class npc_pet_mage_mirror_image : public CreatureScript
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}
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// Do not reload Creature templates on evade mode enter - prevent visual lost
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void EnterEvadeMode() override
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void EnterEvadeMode(EvadeReason /*why*/) override
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{
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if (me->IsInEvadeMode() || !me->IsAlive())
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return;
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