Core/Creature: rename CREATURE_FLAG_EXTRA_IGNORE_COMBAT into CREATURE_FLAG_EXTRA_CANNOT_ENTER_COMBAT

Port From (https://github.com/TrinityCore/TrinityCore/commit/53d19b09f4de7c092747663ae7e1a01c0df553bf)
This commit is contained in:
hondacrx
2022-05-29 16:18:29 -04:00
parent bf6fec2eb2
commit 4de86618f3
5 changed files with 9 additions and 9 deletions
+1 -1
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@@ -226,7 +226,7 @@ namespace Framework.Constants
GhostVisibility = 0x400, // creature will only be visible to dead players
UseOffhandAttack = 0x800, // creature will use offhand attacks
NoSellVendor = 0x1000, // players can't sell items to this vendor
IgnoreCombat = 0x2000, // creature is not allowed to enter combat
CannotEnterCombat = 0x2000, // creature is not allowed to enter combat
Worldevent = 0x4000, // Custom Flag For World Event Creatures (Left Room For Merging)
Guard = 0x8000, // Creature Is Guard
IgnoreFeighDeath = 0x10000, // creature ignores feign death
+2 -2
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@@ -57,8 +57,8 @@ namespace Game.Combat
return false;
if (a.HasUnitState(UnitState.InFlight) || b.HasUnitState(UnitState.InFlight))
return false;
// ... both units must not be ignoring combat
if (a.IsIgnoringCombat() || b.IsIgnoringCombat())
// ... both units must be allowed to enter combat
if (a.IsCombatDisallowed() || b.IsCombatDisallowed())
return false;
if (a.IsFriendlyTo(b) || b.IsFriendlyTo(a))
return false;
+1 -1
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@@ -424,7 +424,7 @@ namespace Game.Entities
ApplySpellImmune(0, SpellImmunity.Effect, SpellEffectName.AttackMe, true);
}
SetIgnoringCombat(cInfo.FlagsExtra.HasFlag(CreatureFlagsExtra.IgnoreCombat));
SetIsCombatDisallowed(cInfo.FlagsExtra.HasFlag(CreatureFlagsExtra.CannotEnterCombat));
LoadTemplateRoot();
InitializeMovementFlags();
+4 -4
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@@ -1530,13 +1530,13 @@ namespace Game.Entities
}
/// <summary>
/// returns if the unit is ignoring any combat interaction
/// returns if the unit can't enter combat
/// </summary>
public bool IsIgnoringCombat() { return _isIgnoringCombat; }
public bool IsCombatDisallowed() { return _isCombatDisallowed; }
/// <summary>
/// enables/disables combat interaction of this unit.
/// enables / disables combat interaction of this unit
/// </summary>
public void SetIgnoringCombat(bool apply) { _isIgnoringCombat = apply; }
public void SetIsCombatDisallowed(bool apply) { _isCombatDisallowed = apply; }
}
}
+1 -1
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@@ -55,7 +55,7 @@ namespace Game.Entities
uint[] m_baseAttackSpeed = new uint[(int)WeaponAttackType.Max];
internal float[] m_modAttackSpeedPct = new float[(int)WeaponAttackType.Max];
protected uint[] m_attackTimer = new uint[(int)WeaponAttackType.Max];
bool _isIgnoringCombat;
bool _isCombatDisallowed;
// Threat+combat management
CombatManager m_combatManager;