Core/Scripts: dynamic_spawning follow-up, I had forgotten JustRespawned existed.
Port From (https://github.com/TrinityCore/TrinityCore/commit/129dd7c9091d3fafc0f5e10b795224bc9418d006)
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@@ -437,8 +437,8 @@ namespace Game.AI
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public virtual bool IsEscorted() { return false; }
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// Called when creature is spawned or respawned
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public virtual void JustRespawned() { }
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// Called when creature appears in the world (spawn, respawn, grid load etc...)
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public virtual void JustAppeared() { }
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public virtual void MovementInform(MovementGeneratorType type, uint id) { }
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@@ -140,7 +140,7 @@ namespace Game.AI
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}
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}
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public override void JustRespawned()
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public override void JustAppeared()
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{
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m_uiEscortState = EscortState.None;
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@@ -147,7 +147,7 @@ namespace Game.AI
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}
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}
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public override void JustRespawned()
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public override void JustAppeared()
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{
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m_uiFollowState = FollowState.None;
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@@ -551,7 +551,7 @@ namespace Game.AI
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return false;
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}
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public override void JustRespawned()
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public override void JustAppeared()
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{
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mDespawnTime = 0;
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mRespawnTime = 0;
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