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refactor(Core): DespawnOrUnsummon (#23141)
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@@ -697,7 +697,7 @@ struct npc_hallows_end_soh : public ScriptedAI
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void EnterEvadeMode(EvadeReason /* why */) override
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{
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me->DespawnOrUnsummon(1);
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me->DespawnOrUnsummon(1ms);
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}
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uint32 GetData(uint32 /*type*/) const override
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@@ -848,7 +848,7 @@ struct npc_hallows_end_soh : public ScriptedAI
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if (Unit* c = ObjectAccessor::GetUnit(*me, guid))
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c->RemoveAllAuras();
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me->DespawnOrUnsummon(1);
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me->DespawnOrUnsummon(1ms);
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}
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else
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{
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@@ -1029,7 +1029,7 @@ struct boss_headless_horseman : public ScriptedAI
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std::list<Creature*> unitList;
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me->GetCreaturesWithEntryInRange(unitList, 100.0f, NPC_PUMPKIN_FIEND);
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for (std::list<Creature*>::iterator itr = unitList.begin(); itr != unitList.end(); ++itr)
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(*itr)->ToCreature()->DespawnOrUnsummon(500);
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(*itr)->ToCreature()->DespawnOrUnsummon(500ms);
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Map::PlayerList const& players = me->GetMap()->GetPlayers();
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if (!players.IsEmpty() && players.begin()->GetSource() && players.begin()->GetSource()->GetGroup())
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