Combat/Threat rewrite - prep & refactor
Port From (https://github.com/TrinityCore/TrinityCore/commit/8be23fcbbdf26e8169defd761e61765f301bebe0)
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@@ -1738,9 +1738,7 @@ namespace Game.Entities
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public void AddToNotify(NotifyFlags f) { m_notifyflags |= f; }
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public bool IsNeedNotify(NotifyFlags f) { return Convert.ToBoolean(m_notifyflags & f); }
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NotifyFlags GetNotifyFlags() { return m_notifyflags; }
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bool NotifyExecuted(NotifyFlags f) { return Convert.ToBoolean(m_executed_notifies & f); }
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void SetNotified(NotifyFlags f) { m_executed_notifies |= f; }
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public void ResetAllNotifies() { m_notifyflags = 0; m_executed_notifies = 0; }
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public void ResetAllNotifies() { m_notifyflags = 0; }
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public bool IsActiveObject() { return m_isActive; }
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public bool IsPermanentWorldObject() { return m_isWorldObject; }
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@@ -2363,7 +2361,6 @@ namespace Game.Entities
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public bool IsInWorld { get; set; }
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NotifyFlags m_notifyflags;
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NotifyFlags m_executed_notifies;
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public FlaggedArray<StealthType> m_stealth = new FlaggedArray<StealthType>(2);
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public FlaggedArray<StealthType> m_stealthDetect = new FlaggedArray<StealthType>(2);
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