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Core/Unit: Renamed addUnitState/hasUnitState/clearUnitState to AddUnitState/HasUnitState/ClearUnitState
Core/Vehicles: Allow the vehicle to always damage the passenger (removed unneded dbc hacks from scripts) --HG-- branch : trunk
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@@ -38,8 +38,8 @@ void FollowerAI::AttackStart(Unit* pWho)
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me->SetInCombatWith(pWho);
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pWho->SetInCombatWith(me);
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if (me->hasUnitState(UNIT_STAT_FOLLOW))
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me->clearUnitState(UNIT_STAT_FOLLOW);
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if (me->HasUnitState(UNIT_STAT_FOLLOW))
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me->ClearUnitState(UNIT_STAT_FOLLOW);
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if (IsCombatMovement())
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me->GetMotionMaster()->MoveChase(pWho);
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@@ -88,7 +88,7 @@ bool FollowerAI::AssistPlayerInCombat(Unit* pWho)
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void FollowerAI::MoveInLineOfSight(Unit* pWho)
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{
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if (!me->hasUnitState(UNIT_STAT_STUNNED) && pWho->isTargetableForAttack() && pWho->isInAccessiblePlaceFor(me))
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if (!me->HasUnitState(UNIT_STAT_STUNNED) && pWho->isTargetableForAttack() && pWho->isInAccessiblePlaceFor(me))
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{
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if (HasFollowState(STATE_FOLLOW_INPROGRESS) && AssistPlayerInCombat(pWho))
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return;
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@@ -340,9 +340,9 @@ Player* FollowerAI::GetLeaderForFollower()
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void FollowerAI::SetFollowComplete(bool bWithEndEvent)
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{
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if (me->hasUnitState(UNIT_STAT_FOLLOW))
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if (me->HasUnitState(UNIT_STAT_FOLLOW))
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{
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me->clearUnitState(UNIT_STAT_FOLLOW);
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me->ClearUnitState(UNIT_STAT_FOLLOW);
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me->StopMoving();
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me->GetMotionMaster()->Clear();
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@@ -369,9 +369,9 @@ void FollowerAI::SetFollowPaused(bool bPaused)
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{
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AddFollowState(STATE_FOLLOW_PAUSED);
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if (me->hasUnitState(UNIT_STAT_FOLLOW))
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if (me->HasUnitState(UNIT_STAT_FOLLOW))
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{
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me->clearUnitState(UNIT_STAT_FOLLOW);
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me->ClearUnitState(UNIT_STAT_FOLLOW);
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me->StopMoving();
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me->GetMotionMaster()->Clear();
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