mirror of
https://github.com/araxiaonline/TrinityCore2.git
synced 2026-06-16 21:09:50 -04:00
Core/Misc: Rename UNIT_STAT_* enums to UNIT_STATE_*
This commit is contained in:
@@ -316,7 +316,7 @@ void Unit::Update(uint32 p_time)
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// update combat timer only for players and pets (only pets with PetAI)
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if (isInCombat() && (GetTypeId() == TYPEID_PLAYER || (ToCreature()->isPet() && IsControlledByPlayer())))
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{
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// Check UNIT_STAT_MELEE_ATTACKING or UNIT_STAT_CHASE (without UNIT_STAT_FOLLOW in this case) so pets can reach far away
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// Check UNIT_STATE_MELEE_ATTACKING or UNIT_STATE_CHASE (without UNIT_STATE_FOLLOW in this case) so pets can reach far away
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// targets without stopping half way there and running off.
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// These flags are reset after target dies or another command is given.
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if (m_HostileRefManager.isEmpty())
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@@ -518,7 +518,7 @@ bool Unit::HasAuraTypeWithFamilyFlags(AuraType auraType, uint32 familyName, uint
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void Unit::DealDamageMods(Unit* victim, uint32 &damage, uint32* absorb)
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{
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if (!victim || !victim->isAlive() || victim->HasUnitState(UNIT_STAT_IN_FLIGHT) || (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode()))
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if (!victim || !victim->isAlive() || victim->HasUnitState(UNIT_STATE_IN_FLIGHT) || (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode()))
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{
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if (absorb)
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*absorb += damage;
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@@ -1046,7 +1046,7 @@ void Unit::DealSpellDamage(SpellNonMeleeDamage* damageInfo, bool durabilityLoss)
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if (!victim)
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return;
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if (!victim->isAlive() || victim->HasUnitState(UNIT_STAT_IN_FLIGHT) || (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode()))
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if (!victim->isAlive() || victim->HasUnitState(UNIT_STATE_IN_FLIGHT) || (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode()))
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return;
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SpellInfo const* spellProto = sSpellMgr->GetSpellInfo(damageInfo->SpellID);
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@@ -1263,7 +1263,7 @@ void Unit::DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss)
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{
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Unit* victim = damageInfo->target;
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if (!victim->isAlive() || victim->HasUnitState(UNIT_STAT_IN_FLIGHT) || (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode()))
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if (!victim->isAlive() || victim->HasUnitState(UNIT_STATE_IN_FLIGHT) || (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode()))
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return;
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// Hmmmm dont like this emotes client must by self do all animations
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@@ -1839,7 +1839,7 @@ void Unit::CalcHealAbsorb(Unit* victim, const SpellInfo* healSpell, uint32 &heal
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void Unit::AttackerStateUpdate (Unit* victim, WeaponAttackType attType, bool extra)
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{
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if (HasUnitState(UNIT_STAT_CANNOT_AUTOATTACK) || HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED))
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if (HasUnitState(UNIT_STATE_CANNOT_AUTOATTACK) || HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED))
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return;
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if (!victim->isAlive())
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@@ -2557,7 +2557,7 @@ uint32 Unit::GetDefenseSkillValue(Unit const* target) const
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float Unit::GetUnitDodgeChance() const
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{
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if (IsNonMeleeSpellCasted(false) || HasUnitState(UNIT_STAT_CONTROLLED))
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if (IsNonMeleeSpellCasted(false) || HasUnitState(UNIT_STATE_CONTROLLED))
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return 0.0f;
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if (GetTypeId() == TYPEID_PLAYER)
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@@ -2577,7 +2577,7 @@ float Unit::GetUnitDodgeChance() const
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float Unit::GetUnitParryChance() const
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{
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if (IsNonMeleeSpellCasted(false) || HasUnitState(UNIT_STAT_CONTROLLED))
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if (IsNonMeleeSpellCasted(false) || HasUnitState(UNIT_STATE_CONTROLLED))
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return 0.0f;
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float chance = 0.0f;
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@@ -2623,7 +2623,7 @@ float Unit::GetUnitMissChance(WeaponAttackType attType) const
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float Unit::GetUnitBlockChance() const
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{
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if (IsNonMeleeSpellCasted(false) || HasUnitState(UNIT_STAT_CONTROLLED))
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if (IsNonMeleeSpellCasted(false) || HasUnitState(UNIT_STATE_CONTROLLED))
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return 0.0f;
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if (Player const* player = ToPlayer())
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@@ -2875,7 +2875,7 @@ void Unit::SetCurrentCastedSpell(Spell* pSpell)
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InterruptSpell(CURRENT_AUTOREPEAT_SPELL);
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m_AutoRepeatFirstCast = true;
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}
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AddUnitState(UNIT_STAT_CASTING);
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AddUnitState(UNIT_STATE_CASTING);
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} break;
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case CURRENT_CHANNELED_SPELL:
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@@ -2888,7 +2888,7 @@ void Unit::SetCurrentCastedSpell(Spell* pSpell)
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if (m_currentSpells[CURRENT_AUTOREPEAT_SPELL] &&
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m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Id != 75)
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InterruptSpell(CURRENT_AUTOREPEAT_SPELL);
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AddUnitState(UNIT_STAT_CASTING);
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AddUnitState(UNIT_STATE_CASTING);
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} break;
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case CURRENT_AUTOREPEAT_SPELL:
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@@ -9347,16 +9347,16 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
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// switch to melee attack from ranged/magic
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if (meleeAttack)
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{
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if (!HasUnitState(UNIT_STAT_MELEE_ATTACKING))
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if (!HasUnitState(UNIT_STATE_MELEE_ATTACKING))
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{
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AddUnitState(UNIT_STAT_MELEE_ATTACKING);
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AddUnitState(UNIT_STATE_MELEE_ATTACKING);
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SendMeleeAttackStart(victim);
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return true;
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}
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}
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else if (HasUnitState(UNIT_STAT_MELEE_ATTACKING))
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else if (HasUnitState(UNIT_STATE_MELEE_ATTACKING))
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{
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ClearUnitState(UNIT_STAT_MELEE_ATTACKING);
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ClearUnitState(UNIT_STATE_MELEE_ATTACKING);
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SendMeleeAttackStop(victim);
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return true;
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}
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@@ -9366,7 +9366,7 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
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// switch target
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InterruptSpell(CURRENT_MELEE_SPELL);
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if (!meleeAttack)
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ClearUnitState(UNIT_STAT_MELEE_ATTACKING);
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ClearUnitState(UNIT_STATE_MELEE_ATTACKING);
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}
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if (m_attacking)
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@@ -9379,7 +9379,7 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
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SetTarget(victim->GetGUID());
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if (meleeAttack)
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AddUnitState(UNIT_STAT_MELEE_ATTACKING);
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AddUnitState(UNIT_STATE_MELEE_ATTACKING);
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// set position before any AI calls/assistance
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//if (GetTypeId() == TYPEID_UNIT)
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@@ -9420,7 +9420,7 @@ bool Unit::AttackStop()
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// Clear our target
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SetTarget(0);
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ClearUnitState(UNIT_STAT_MELEE_ATTACKING);
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ClearUnitState(UNIT_STATE_MELEE_ATTACKING);
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InterruptSpell(CURRENT_MELEE_SPELL);
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@@ -9463,7 +9463,7 @@ void Unit::CombatStopWithPets(bool includingCast)
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bool Unit::isAttackingPlayer() const
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{
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if (HasUnitState(UNIT_STAT_ATTACK_PLAYER))
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if (HasUnitState(UNIT_STATE_ATTACK_PLAYER))
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return true;
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for (ControlList::const_iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr)
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@@ -11899,7 +11899,7 @@ void Unit::Dismount()
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{
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if (Pet* pPet = player->GetPet())
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{
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if (pPet->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED) && !pPet->HasUnitState(UNIT_STAT_STUNNED))
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if (pPet->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED) && !pPet->HasUnitState(UNIT_STATE_STUNNED))
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pPet->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED);
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}
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else
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@@ -11968,7 +11968,7 @@ void Unit::SetInCombatState(bool PvP, Unit* enemy)
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if (PvP)
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m_CombatTimer = 5000;
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if (isInCombat() || HasUnitState(UNIT_STAT_EVADE))
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if (isInCombat() || HasUnitState(UNIT_STATE_EVADE))
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return;
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SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT);
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@@ -12021,7 +12021,7 @@ void Unit::ClearInCombat()
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if (creature->GetCreatureInfo() && creature->GetCreatureInfo()->unit_flags & UNIT_FLAG_OOC_NOT_ATTACKABLE)
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SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE); // re-apply Out of Combat Non Attackable flag if we leave combat, can be overriden in scripts in EnterEvadeMode()
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ClearUnitState(UNIT_STAT_ATTACK_PLAYER);
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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->GetCreatureInfo()->dynamicflags);
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@@ -12053,7 +12053,7 @@ bool Unit::isTargetableForAttack(bool checkFakeDeath) const
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if (GetTypeId() == TYPEID_PLAYER && ToPlayer()->isGameMaster())
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return false;
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return !HasUnitState(UNIT_STAT_UNATTACKABLE) && (!checkFakeDeath || !HasUnitState(UNIT_STAT_DIED));
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return !HasUnitState(UNIT_STATE_UNATTACKABLE) && (!checkFakeDeath || !HasUnitState(UNIT_STATE_DIED));
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}
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bool Unit::IsValidAttackTarget(Unit const* target) const
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@@ -12071,7 +12071,7 @@ bool Unit::_IsValidAttackTarget(Unit const* target, SpellInfo const* bySpell) co
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return false;
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// can't attack unattackable units or GMs
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if (target->HasUnitState(UNIT_STAT_UNATTACKABLE)
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if (target->HasUnitState(UNIT_STATE_UNATTACKABLE)
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|| (target->GetTypeId() == TYPEID_PLAYER && target->ToPlayer()->isGameMaster()))
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return false;
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@@ -12165,7 +12165,7 @@ bool Unit::_IsValidAssistTarget(Unit const* target, SpellInfo const* bySpell) co
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return true;
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// can't assist unattackable units or GMs
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if (target->HasUnitState(UNIT_STAT_UNATTACKABLE)
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if (target->HasUnitState(UNIT_STATE_UNATTACKABLE)
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|| (target->GetTypeId() == TYPEID_PLAYER && target->ToPlayer()->isGameMaster()))
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return false;
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@@ -14596,7 +14596,7 @@ void Unit::SendPetAIReaction(uint64 guid)
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void Unit::StopMoving()
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{
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ClearUnitState(UNIT_STAT_MOVING);
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ClearUnitState(UNIT_STATE_MOVING);
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// not need send any packets if not in world
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if (!IsInWorld())
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@@ -14978,16 +14978,16 @@ void Unit::SetContestedPvP(Player* attackedPlayer)
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return;
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player->SetContestedPvPTimer(30000);
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if (!player->HasUnitState(UNIT_STAT_ATTACK_PLAYER))
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if (!player->HasUnitState(UNIT_STATE_ATTACK_PLAYER))
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{
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player->AddUnitState(UNIT_STAT_ATTACK_PLAYER);
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player->AddUnitState(UNIT_STATE_ATTACK_PLAYER);
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player->SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP);
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// call MoveInLineOfSight for nearby contested guards
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UpdateObjectVisibility();
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}
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if (!HasUnitState(UNIT_STAT_ATTACK_PLAYER))
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if (!HasUnitState(UNIT_STATE_ATTACK_PLAYER))
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{
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AddUnitState(UNIT_STAT_ATTACK_PLAYER);
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AddUnitState(UNIT_STATE_ATTACK_PLAYER);
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// call MoveInLineOfSight for nearby contested guards
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UpdateObjectVisibility();
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}
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@@ -15555,28 +15555,28 @@ void Unit::SetControlled(bool apply, UnitState state)
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AddUnitState(state);
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switch (state)
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{
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case UNIT_STAT_STUNNED:
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case UNIT_STATE_STUNNED:
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SetStunned(true);
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CastStop();
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break;
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case UNIT_STAT_ROOT:
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if (!HasUnitState(UNIT_STAT_STUNNED))
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case UNIT_STATE_ROOT:
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if (!HasUnitState(UNIT_STATE_STUNNED))
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SetRooted(true);
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break;
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case UNIT_STAT_CONFUSED:
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if (!HasUnitState(UNIT_STAT_STUNNED))
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case UNIT_STATE_CONFUSED:
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if (!HasUnitState(UNIT_STATE_STUNNED))
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{
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ClearUnitState(UNIT_STAT_MELEE_ATTACKING);
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ClearUnitState(UNIT_STATE_MELEE_ATTACKING);
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SendMeleeAttackStop();
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// SendAutoRepeatCancel ?
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SetConfused(true);
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CastStop();
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}
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break;
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case UNIT_STAT_FLEEING:
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if (!HasUnitState(UNIT_STAT_STUNNED | UNIT_STAT_CONFUSED))
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case UNIT_STATE_FLEEING:
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if (!HasUnitState(UNIT_STATE_STUNNED | UNIT_STATE_CONFUSED))
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{
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ClearUnitState(UNIT_STAT_MELEE_ATTACKING);
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ClearUnitState(UNIT_STATE_MELEE_ATTACKING);
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SendMeleeAttackStop();
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// SendAutoRepeatCancel ?
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SetFeared(true);
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@@ -15591,29 +15591,29 @@ void Unit::SetControlled(bool apply, UnitState state)
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{
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switch (state)
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{
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case UNIT_STAT_STUNNED: if (HasAuraType(SPELL_AURA_MOD_STUN)) return;
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case UNIT_STATE_STUNNED: if (HasAuraType(SPELL_AURA_MOD_STUN)) return;
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else SetStunned(false); break;
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case UNIT_STAT_ROOT: if (HasAuraType(SPELL_AURA_MOD_ROOT) || GetVehicle()) return;
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case UNIT_STATE_ROOT: if (HasAuraType(SPELL_AURA_MOD_ROOT) || GetVehicle()) return;
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else SetRooted(false); break;
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case UNIT_STAT_CONFUSED:if (HasAuraType(SPELL_AURA_MOD_CONFUSE)) return;
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case UNIT_STATE_CONFUSED:if (HasAuraType(SPELL_AURA_MOD_CONFUSE)) return;
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else SetConfused(false); break;
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case UNIT_STAT_FLEEING: if (HasAuraType(SPELL_AURA_MOD_FEAR)) return;
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case UNIT_STATE_FLEEING: if (HasAuraType(SPELL_AURA_MOD_FEAR)) return;
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else SetFeared(false); break;
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default: return;
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}
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ClearUnitState(state);
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if (HasUnitState(UNIT_STAT_STUNNED))
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if (HasUnitState(UNIT_STATE_STUNNED))
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SetStunned(true);
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else
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{
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if (HasUnitState(UNIT_STAT_ROOT))
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if (HasUnitState(UNIT_STATE_ROOT))
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SetRooted(true);
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if (HasUnitState(UNIT_STAT_CONFUSED))
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if (HasUnitState(UNIT_STATE_CONFUSED))
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SetConfused(true);
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else if (HasUnitState(UNIT_STAT_FLEEING))
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else if (HasUnitState(UNIT_STATE_FLEEING))
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SetFeared(true);
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}
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}
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@@ -15655,7 +15655,7 @@ void Unit::SetStunned(bool apply)
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if (!owner || (owner->GetTypeId() == TYPEID_PLAYER && !owner->ToPlayer()->IsMounted()))
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RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED);
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if (!HasUnitState(UNIT_STAT_ROOT)) // prevent moving if it also has root effect
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if (!HasUnitState(UNIT_STATE_ROOT)) // prevent moving if it also has root effect
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{
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WorldPacket data(SMSG_FORCE_MOVE_UNROOT, 8+4);
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data.append(GetPackGUID());
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@@ -15697,7 +15697,7 @@ void Unit::SetRooted(bool apply)
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}
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else
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{
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if (!HasUnitState(UNIT_STAT_STUNNED)) // prevent moving if it also has stun effect
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if (!HasUnitState(UNIT_STATE_STUNNED)) // prevent moving if it also has stun effect
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{
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if (GetTypeId() == TYPEID_PLAYER)
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{
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@@ -15789,7 +15789,7 @@ bool Unit::SetCharmedBy(Unit* charmer, CharmType type, AuraApplication const* au
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return false;
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}
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//if (HasUnitState(UNIT_STAT_UNATTACKABLE))
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//if (HasUnitState(UNIT_STATE_UNATTACKABLE))
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// return false;
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if (GetTypeId() == TYPEID_PLAYER && ToPlayer()->GetTransport())
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@@ -15882,7 +15882,7 @@ bool Unit::SetCharmedBy(Unit* charmer, CharmType type, AuraApplication const* au
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charmer->ToPlayer()->VehicleSpellInitialize();
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break;
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case CHARM_TYPE_POSSESS:
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AddUnitState(UNIT_STAT_POSSESSED);
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AddUnitState(UNIT_STATE_POSSESSED);
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SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED);
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charmer->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE);
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charmer->ToPlayer()->SetClientControl(this, 1);
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@@ -15933,7 +15933,7 @@ void Unit::RemoveCharmedBy(Unit* charmer)
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}
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CharmType type;
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if (HasUnitState(UNIT_STAT_POSSESSED))
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if (HasUnitState(UNIT_STATE_POSSESSED))
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type = CHARM_TYPE_POSSESS;
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else if (charmer && charmer->IsOnVehicle(this))
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type = CHARM_TYPE_VEHICLE;
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@@ -15951,7 +15951,7 @@ void Unit::RemoveCharmedBy(Unit* charmer)
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if (type == CHARM_TYPE_POSSESS)
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{
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ClearUnitState(UNIT_STAT_POSSESSED);
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ClearUnitState(UNIT_STATE_POSSESSED);
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RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED);
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}
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@@ -16990,7 +16990,7 @@ void Unit::_ExitVehicle(Position const* exitPosition)
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Vehicle* vehicle = m_vehicle;
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m_vehicle = NULL;
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SetControlled(false, UNIT_STAT_ROOT); // SMSG_MOVE_FORCE_UNROOT, ~MOVEMENTFLAG_ROOT
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SetControlled(false, UNIT_STATE_ROOT); // SMSG_MOVE_FORCE_UNROOT, ~MOVEMENTFLAG_ROOT
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Position pos;
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if (!exitPosition) // Exit position not specified
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@@ -16998,7 +16998,7 @@ void Unit::_ExitVehicle(Position const* exitPosition)
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else
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pos = *exitPosition;
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AddUnitState(UNIT_STAT_MOVE);
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AddUnitState(UNIT_STATE_MOVE);
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if (GetTypeId() == TYPEID_PLAYER)
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ToPlayer()->SetFallInformation(0, GetPositionZ());
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@@ -17390,7 +17390,7 @@ bool CharmInfo::IsReturning()
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||||
|
||||
void Unit::SetInFront(Unit const* target)
|
||||
{
|
||||
if (!HasUnitState(UNIT_STAT_CANNOT_TURN))
|
||||
if (!HasUnitState(UNIT_STATE_CANNOT_TURN))
|
||||
SetOrientation(GetAngle(target));
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user