Fix _DespawnAtEvade for other creatures to actually respawn said other creatures.
Also fix add aggro for Hadronox. Fixes and closes #18012.
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@@ -569,7 +569,7 @@ void BossAI::_DespawnAtEvade(uint32 delayToRespawn, Creature* who)
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return;
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}
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me->DespawnOrUnsummon(0, Seconds(delayToRespawn));
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who->DespawnOrUnsummon(0, Seconds(delayToRespawn));
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if (instance && who == me)
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instance->SetBossState(_bossId, FAIL);
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@@ -789,7 +789,7 @@ struct npc_hadronox_foeAI : public ScriptedAI
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me->GetMotionMaster()->MovePoint(MOVE_HADRONOX, hadronoxStep[2]);
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break;
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}
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me->GetMotionMaster()->MoveChase(hadronox);
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AttackStart(hadronox);
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}
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break;
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}
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