Core/Misc: Rename AddXXXFlag updatefield functions to SetXXXFlag
Port From (https://github.com/TrinityCore/TrinityCore/commit/b47185cabfbdeeaf492bf2303635db07ce703785)
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@@ -383,10 +383,10 @@ namespace Game.AI
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if (point)
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{
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point.SetObjectScale(SharedConst.BoundaryVisualizeCreatureScale);
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point.AddUnitFlag(UnitFlags.Stunned);
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point.SetUnitFlag(UnitFlags.Stunned);
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point.SetImmuneToAll(true);
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if (!hasOutOfBoundsNeighbor)
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point.AddUnitFlag(UnitFlags.Uninteractible);
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point.SetUnitFlag(UnitFlags.Uninteractible);
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}
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Q.Remove(front);
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}
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@@ -402,7 +402,7 @@ namespace Game.AI
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if (me.Attack(target, true))
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{
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me.AddUnitFlag(UnitFlags.PetInCombat); // on player pets, this flag indicates we're actively going after a target - that's what we're doing, so set it
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me.SetUnitFlag(UnitFlags.PetInCombat); // on player pets, this flag indicates we're actively going after a target - that's what we're doing, so set it
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// Play sound to let the player know the pet is attacking something it picked on its own
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if (me.HasReactState(ReactStates.Aggressive) && !me.GetCharmInfo().IsCommandAttack())
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@@ -1589,7 +1589,7 @@ namespace Game.AI
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{
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foreach (var target in targets)
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if (IsUnit(target))
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target.ToUnit().AddNpcFlag((NPCFlags)e.Action.flag.flag);
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target.ToUnit().SetNpcFlag((NPCFlags)e.Action.flag.flag);
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break;
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}
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case SmartActions.RemoveNpcFlag:
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@@ -1764,7 +1764,7 @@ namespace Game.AI
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// pet talent points
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break;
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case 2:
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target.ToUnit().AddVisFlags((UnitVisFlags)e.Action.setunitByte.byte1);
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target.ToUnit().SetVisFlag((UnitVisFlags)e.Action.setunitByte.byte1);
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break;
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case 3:
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target.ToUnit().SetAnimTier((AnimTier)e.Action.setunitByte.byte1);
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@@ -1789,7 +1789,7 @@ namespace Game.AI
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// pet talent points
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break;
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case 2:
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target.ToUnit().RemoveVisFlags((UnitVisFlags)e.Action.setunitByte.byte1);
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target.ToUnit().RemoveVisFlag((UnitVisFlags)e.Action.setunitByte.byte1);
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break;
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case 3:
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target.ToUnit().SetAnimTier(AnimTier.Ground);
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@@ -1810,7 +1810,7 @@ namespace Game.AI
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{
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foreach (var target in targets)
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if (IsUnit(target))
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target.ToUnit().AddDynamicFlag((UnitDynFlags)e.Action.flag.flag);
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target.ToUnit().SetDynamicFlag((UnitDynFlags)e.Action.flag.flag);
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break;
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}
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case SmartActions.RemoveDynamicFlag:
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@@ -2368,7 +2368,7 @@ namespace Game.AI
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if (IsUnit(target))
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{
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if (e.Action.setImmunePC.immunePC != 0)
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target.ToUnit().AddUnitFlag(UnitFlags.ImmuneToPc);
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target.ToUnit().SetUnitFlag(UnitFlags.ImmuneToPc);
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else
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target.ToUnit().RemoveUnitFlag(UnitFlags.ImmuneToPc);
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}
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@@ -2382,7 +2382,7 @@ namespace Game.AI
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if (IsUnit(target))
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{
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if (e.Action.setImmuneNPC.immuneNPC != 0)
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target.ToUnit().AddUnitFlag(UnitFlags.ImmuneToNpc);
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target.ToUnit().SetUnitFlag(UnitFlags.ImmuneToNpc);
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else
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target.ToUnit().RemoveUnitFlag(UnitFlags.ImmuneToNpc);
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}
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@@ -2396,7 +2396,7 @@ namespace Game.AI
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if (IsUnit(target))
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{
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if (e.Action.setUninteractible.uninteractible != 0)
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target.ToUnit().AddUnitFlag(UnitFlags.Uninteractible);
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target.ToUnit().SetUnitFlag(UnitFlags.Uninteractible);
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else
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target.ToUnit().RemoveUnitFlag(UnitFlags.Uninteractible);
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}
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