Combat/Threat rewrite - prep & refactor
Port From (https://github.com/TrinityCore/TrinityCore/commit/8be23fcbbdf26e8169defd761e61765f301bebe0)
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@@ -170,7 +170,7 @@ namespace Game.Entities
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member.SetFormation(null);
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}
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public void MemberAttackStart(Creature member, Unit target)
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public void MemberEngagingTarget(Creature member, Unit target)
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{
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GroupAIFlags groupAI = (GroupAIFlags)FormationMgr.CreatureGroupMap[member.GetSpawnId()].groupAI;
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if (groupAI == 0)
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@@ -186,9 +186,6 @@ namespace Game.Entities
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foreach (var pair in m_members)
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{
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if (m_leader) // avoid crash if leader was killed and reset.
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Log.outDebug(LogFilter.Unit, "GROUP ATTACK: group instance id {0} calls member instid {1}", m_leader.GetInstanceId(), member.GetInstanceId());
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Creature other = pair.Key;
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// Skip self
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@@ -198,11 +195,8 @@ namespace Game.Entities
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if (!other.IsAlive())
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continue;
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if (other.GetVictim())
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continue;
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if (((other != m_leader && groupAI.HasAnyFlag(GroupAIFlags.MembersAssistLeader)) || (other == m_leader && groupAI.HasAnyFlag(GroupAIFlags.LeaderAssistsMember))) && other.IsValidAttackTarget(target))
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other.GetAI().AttackStart(target);
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other.EngageWithTarget(target);
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}
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}
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