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Core/Creatures: Remove resetting of UNIT_FLAG_IMMUNE_TO_PC on combat clearing
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@@ -11398,10 +11398,8 @@ void Unit::SetInCombatState(bool PvP, Unit* enemy)
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if (enemy)
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{
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if (IsAIEnabled)
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{
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creature->AI()->EnterCombat(enemy);
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RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC); // unit has engaged in combat, remove immunity so players can fight back
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}
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if (creature->GetFormation())
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creature->GetFormation()->MemberAttackStart(creature, enemy);
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}
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@@ -11442,9 +11440,6 @@ void Unit::ClearInCombat()
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// Player's state will be cleared in Player::UpdateContestedPvP
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if (Creature* creature = ToCreature())
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{
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if (creature->GetCreatureTemplate() && creature->GetCreatureTemplate()->unit_flags & UNIT_FLAG_IMMUNE_TO_PC)
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SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC); // set immunity state to the one from db on evade
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ClearUnitState(UNIT_STATE_ATTACK_PLAYER);
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if (HasFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_TAPPED))
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SetUInt32Value(UNIT_DYNAMIC_FLAGS, creature->GetCreatureTemplate()->dynamicflags);
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